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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.50 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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
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 ();
620 int mflags; 618 int mflags;
621 619
622 if (!spob->other_arch) 620 if (!spob->other_arch)
623 return 0; 621 return 0;
624 622
625 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 624 if (!tmp)
627 return 0; 625 return 0;
628 626
629 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
630 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);
631 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 630 if (spob->slaying)
633 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
634 632
644 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
645 643
646 tmp->set_owner (op); 644 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
648 646
649 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 649 tmp->map = op->map;
652 650
653 maptile *newmap; 651 maptile *newmap;
654 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);
655 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
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
707void 705void
708move_cone (object *op) 706move_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 {
948 if (op->env) 944 if (op->env)
949 { 945 {
950 if (env->map == NULL) 946 if (env->map == NULL)
951 return; 947 return;
952 948
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
957 return; 950 return;
958 } 951 }
959 952
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
999} 992}
1000 993
1001int 994int
1002create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 996{
1004
1005 object *tmp; 997 object *tmp;
1006 int mflags; 998 int mflags;
1007 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];
1008 maptile *m; 1000 maptile *m;
1009 1001
1011 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))
1012 { 1004 {
1013 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.");
1014 return 0; 1006 return 0;
1015 } 1007 }
1008
1016 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1017 1010
1018 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1183 1176
1184/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1185void 1178void
1186move_missile (object *op) 1179move_missile (object *op)
1187{ 1180{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1194 { 1182 {
1195 op->destroy (); 1183 op->destroy ();
1196 return; 1184 return;
1197 } 1185 }
1198 1186
1199 owner = op->owner; 1187 mapxy pos (op);
1200#if 0 1188 pos.move (op->direction);
1201 /* It'd make things nastier if this wasn't here - spells cast by 1189
1202 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1203 */
1204 if (owner == NULL)
1205 { 1191 {
1206 op->destroy (); 1192 op->destroy ();
1207 return; 1193 return;
1208 } 1194 }
1209#endif
1210 1195
1211 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1212 new_y = op->y + DIRY (op);
1213 1197
1214 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))
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1199 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1220 * 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.
1221 */ 1203 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1204 op->destroy ();
1233 return; 1205 return;
1234 } 1206 }
1235 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1236 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);
1237 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1238 { 1216 {
1239 op->direction = i; 1217 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1241 } 1219 }
1242 1220
1243 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1244} 1222}
1245 1223
1246/**************************************************************************** 1224/****************************************************************************
1247 * Destruction 1225 * Destruction
1248 ****************************************************************************/ 1226 ****************************************************************************/
1305 else 1283 else
1306 op->skill = NULL; 1284 op->skill = NULL;
1307 1285
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1309 1287
1310 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1311 { 1289 {
1312 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1313 { 1291 {
1314 m = op->map; 1292 m = op->map;
1315 sx = op->x + i; 1293 sx = op->x + i;
1316 sy = op->y + j; 1294 sy = op->y + j;
1317 1295
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 { 1313 {
1336 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1337 { 1315 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1339 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1340 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);
1341 } 1320 }
1342 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)
1343 { 1322 {
1601 } 1580 }
1602 1581
1603 /* charm */ 1582 /* charm */
1604 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))
1605 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1591 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1705 1686
1706 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)))
1707 { 1688 {
1708 if (j) 1689 if (j)
1709 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1710 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1693 }
1713 1694
1714 /* insert the other arch */ 1695 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1711
1731 op->direction = i; 1712 op->direction = i;
1732 } 1713 }
1733} 1714}
1734 1715
1735
1736/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1722 */
1743
1744void 1723void
1745move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1746{ 1725{
1747#if 0 1726#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1730 int adjustdir;
1752 maptile *m; 1731 maptile *m;
1753#endif 1732#endif
1754 int basedir;
1755 object *owner; 1733 object *owner = op->env;
1756 1734
1757 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1738 op->destroy ();
1761 return; 1739 return;
1762 } 1740 }
1763 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1764 op->duration--; 1748 op->duration--;
1765 1749
1766 basedir = op->direction; 1750 int basedir = op->direction;
1767 if (basedir == 0) 1751 if (!basedir)
1768 {
1769 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1771 }
1772 1754
1773#if 0 1755#if 0
1774 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1776 // 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
1836 { 1818 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1824 }
1843} 1825}
1844
1845
1846
1847 1826
1848/* fire_swarm: 1827/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1830 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1836 * n: the number to be fired.
1858 */ 1837 */
1859
1860int 1838int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1840{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1841 if (!spell->other_arch)
1867 return 0; 1842 return 0;
1868 1843
1869 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1871 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1877 1849
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1880 return 1; 1852 return 1;
1881 1853
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1860 tmp->direction = dir;
1887 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1863
1889 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1890 return 1; 1866 return 1;
1891} 1867}
1892
1893 1868
1894/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1895 * function. 1870 * function.
1896 */ 1871 */
1897int 1872int
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1904 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1906 if (target->head)
1932 target = target->head; 1907 target = target->head;
1908
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1910 return 1; /* one success only! */
1935 } 1911 }
1936 } 1912 }
1937 1913
1938 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */

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