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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.52 by root, Tue Apr 22 02:46:18 2008 UTC vs.
Revision 1.66 by root, Mon Sep 29 10:31:32 2008 UTC

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 */
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 */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
310 307
311 maptile *newmap; 308 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
354 maptile *m = op->map; 351 maptile *m = op->map;
355 int i; 352 int i;
356 353
357 if (--op->duration < 0) 354 if (--op->duration < 0)
358 { 355 {
359 op->destroy (); 356 op->destroy (true);
360 return; 357 return;
361 } 358 }
362 359
363 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
364 361
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy (true);
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = op->outer_env (); 407 object *env = op->outer_env ();
411 408
412 if (!env->map || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 410 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 412 op->destroy (true);
416 return; 413 return;
417 } 414 }
418 415
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 } 417 }
421 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
422 { 419 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy (); 421 op->destroy (true);
425 return; 422 return;
426 } 423 }
427 424
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 { 429 {
433 op->destroy (); 430 op->destroy (true);
434 return; 431 return;
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 445 tmp->set_owner (op);
448 tmp->skill = op->skill; 446 tmp->skill = op->skill;
449 447
450 owner = op->owner; 448 owner = op->owner;
451 449
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
453 { 454 {
454 op->destroy (); 455 op->destroy (true);
455 return; 456 return;
456 } 457 }
457 458
458 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 488
488 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound); 490 tmp->play_sound (tmp->sound);
490 491
491 /* remove the firebullet */ 492 /* remove the firebullet */
492 op->destroy (); 493 op->destroy (true);
493} 494}
494 495
495/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
496 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
497 */ 498 */
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 524 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 526 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 531 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 533 {
531 op->destroy (); 534 op->destroy (true);
532 return; 535 return;
533 } 536 }
534 } 537 }
535 } 538 }
536 } 539 }
565 if (--op->range <= 0) 568 if (--op->range <= 0)
566 { 569 {
567 if (op->other_arch) 570 if (op->other_arch)
568 explode_bullet (op); 571 explode_bullet (op);
569 else 572 else
570 op->destroy (); 573 op->destroy (true);
571 574
572 return; 575 return;
573 } 576 }
574 577
575 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
577 m = op->map; 580 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 582
580 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
581 { 584 {
582 op->destroy (); 585 op->destroy (true);
583 return; 586 return;
584 } 587 }
585 588
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
587 { 590 {
588 if (op->other_arch) 591 if (op->other_arch)
589 explode_bullet (op); 592 explode_bullet (op);
590 else 593 else
591 op->destroy (); 594 op->destroy (true);
592 595
593 return; 596 return;
594 } 597 }
595 598
596 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = m->insert (op, new_x, new_y, op)))
620 int mflags; 623 int mflags;
621 624
622 if (!spob->other_arch) 625 if (!spob->other_arch)
623 return 0; 626 return 0;
624 627
625 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 629 if (!tmp)
627 return 0; 630 return 0;
628 631
629 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 635 if (spob->slaying)
633 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
634 637
644 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
645 648
646 tmp->set_owner (op); 649 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
648 651
649 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 654 tmp->map = op->map;
652 655
653 maptile *newmap; 656 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
656 { 659 {
657 tmp->destroy (); 660 tmp->destroy (true);
658 return 0; 661 return 0;
659 } 662 }
660 663
661 tmp->map = newmap; 664 tmp->map = newmap;
662 665
663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 { 667 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
666 { 669 {
667 tmp->destroy (); 670 tmp->destroy (true);
668 return 0; 671 return 0;
669 } 672 }
670 673
671 tmp->x = op->x; 674 tmp->x = op->x;
672 tmp->y = op->y; 675 tmp->y = op->y;
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 709
707void 710void
708move_cone (object *op) 711move_cone (object *op)
709{ 712{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 714 if (!op->map)
714 { 715 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 717 op->set_speed (0);
729 * when their cone dies when they die. 730 * when their cone dies when they die.
730 */ 731 */
731 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
732 if (op->owner == NULL) 733 if (op->owner == NULL)
733 { 734 {
734 op->destroy (); 735 op->destroy (true);
735 return; 736 return;
736 } 737 }
737#endif 738#endif
738 739
739 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
746 check_spell_knockback (op); 747 check_spell_knockback (op);
747 748
748 if (op->destroyed ()) 749 if (op->destroyed ())
749 return; 750 return;
750 751
751 if ((op->duration--) < 0) 752 if (op->duration-- < 0)
752 { 753 {
753 op->destroy (); 754 op->destroy (true);
754 return; 755 return;
755 } 756 }
756 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
757 * any further. When the duration above expires, 758 * any further. When the duration above expires,
758 * then the object will get removed. 759 * then the object will get removed.
761 { 762 {
762 op->range = 0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
763 return; 764 return;
764 } 765 }
765 766
766 for (i = -1; i < 2; i++) 767 for (int i = -1; i <= 1; i++)
767 { 768 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 770
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 772 {
863 864
864 success = 1; 865 success = 1;
865 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 867 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
870 871
871 /* holy word stuff */ 872 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
948 if (op->env) 949 if (op->env)
949 { 950 {
950 if (env->map == NULL) 951 if (env->map == NULL)
951 return; 952 return;
952 953
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
957 return; 955 return;
958 } 956 }
959 957
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried. 960 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 { 962 {
965 op->destroy (); 963 op->destroy (true);
966 return; 964 return;
967 } 965 }
968 966
969 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
970 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
1118 effect = arch_to_object (spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1119 else 1117 else
1120 return 0; 1118 return 0;
1121 1119
1122 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1124 {
1127 if (tailor_god_spell (effect, op)) 1125 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1152 } 1150 }
1153 else 1151 else
1154 { 1152 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1156 target->stats.hp = target->stats.maxhp * 2; 1154 target->stats.hp = target->stats.maxhp * 2;
1157 effect->destroy (); 1155 effect->destroy (true);
1158 return 0; 1156 return 0;
1159 } 1157 }
1160 } 1158 }
1161 } 1159 }
1162 else 1160 else
1183 1181
1184/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1185void 1183void
1186move_missile (object *op) 1184move_missile (object *op)
1187{ 1185{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1186 if (op->range-- <= 0)
1194 { 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1191
1192 mapxy pos (op);
1193 pos.move (op->direction);
1194
1195 if (!pos.normalise ())
1196 {
1195 op->destroy (); 1197 op->destroy (true);
1196 return; 1198 return;
1197 }
1198
1199 owner = op->owner;
1200#if 0
1201 /* It'd make things nastier if this wasn't here - spells cast by
1202 * monster that are then killed would continue to survive
1203 */
1204 if (owner == NULL)
1205 { 1199 }
1206 op->destroy ();
1207 return;
1208 }
1209#endif
1210 1200
1211 new_x = op->x + DIRX (op); 1201 mapspace &ms = pos.ms ();
1212 new_y = op->y + DIRY (op);
1213 1202
1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1203 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 { 1204 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1220 * we need to remove it if someone hasn't already done so. 1207 * we need to remove it if someone hasn't already done so.
1221 */ 1208 */
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 (); 1209 op->destroy (true);
1233 return; 1210 return;
1211 }
1212
1213 if (!op->direction)
1234 } 1214 {
1215 op->destroy (true);
1216 return;
1217 }
1235 1218
1236 i = spell_find_dir (m, new_x, new_y, op->owner); 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1237 if (i > 0 && i != op->direction) 1220 if (i > 0 && i != op->direction)
1238 { 1221 {
1239 op->direction = i; 1222 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1241 } 1224 }
1242 1225
1243 m->insert (op, new_x, new_y, op); 1226 pos.insert (op, op);
1244} 1227}
1245 1228
1246/**************************************************************************** 1229/****************************************************************************
1247 * Destruction 1230 * Destruction
1248 ****************************************************************************/ 1231 ****************************************************************************/
1305 else 1288 else
1306 op->skill = NULL; 1289 op->skill = NULL;
1307 1290
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1309 1292
1310 for (i = -range; i < range; i++) 1293 for (i = -range; i <= range; i++)
1311 { 1294 {
1312 for (j = -range; j < range; j++) 1295 for (j = -range; j <= range; j++)
1313 { 1296 {
1314 m = op->map; 1297 m = op->map;
1315 sx = op->x + i; 1298 sx = op->x + i;
1316 sy = op->y + j; 1299 sy = op->y + j;
1317 1300
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 { 1318 {
1336 if (spell_ob->subtype == SP_DESTRUCTION) 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1337 { 1320 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1339 if (spell_ob->other_arch) 1323 if (spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1341 } 1325 }
1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1343 { 1327 {
1471 1455
1472 /* We precompute some values here so that we don't have to keep 1456 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1457 * doing it over and over again.
1474 */ 1458 */
1475 god = find_god (determine_god (op)); 1459 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1460 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1462
1479 /* On the bright side, no monster should ever have a race of GOD_... 1463 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1464 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1465 * won't ever match anything.
1601 } 1585 }
1602 1586
1603 /* charm */ 1587 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1593 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. */ 1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1596 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1629 * about. was called move_ball_lightning, but since more than the ball 1615 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1617 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1633 */ 1619 */
1634
1635void 1620void
1636move_ball_spell (object *op) 1621move_ball_spell (object *op)
1637{ 1622{
1638 int i, j, dam_save, dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1705 1690
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1691 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1692 {
1708 if (j) 1693 if (j)
1709 op->stats.dam = dam_save / 2; 1694 op->stats.dam = dam_save / 2;
1695
1710 hit_map (op, j, op->attacktype, 1); 1696 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1697 }
1713 1698
1714 /* insert the other arch */ 1699 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1700 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); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1715
1731 op->direction = i; 1716 op->direction = i;
1732 } 1717 }
1733} 1718}
1734 1719
1735
1736/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1721 * 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 1722 * 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 1723 * 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 1724 * 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. 1725 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1726 */
1743
1744void 1727void
1745move_swarm_spell (object *op) 1728move_swarm_spell (object *op)
1746{ 1729{
1747#if 0 1730#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1731 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 }; 1732 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; 1733 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1734 int adjustdir;
1752 maptile *m; 1735 maptile *m;
1753#endif 1736#endif
1754 int basedir;
1755 object *owner; 1737 object *owner = op->env;
1756 1738
1757 owner = op->owner; 1739 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1742 op->destroy (true);
1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1761 return; 1749 return;
1762 } 1750 }
1763 1751
1764 op->duration--; 1752 op->duration--;
1765 1753
1766 basedir = op->direction; 1754 int basedir = op->direction;
1767 if (basedir == 0) 1755 if (!basedir)
1768 { 1756 {
1769 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1771 } 1760 }
1772 1761
1773#if 0 1762#if 0
1774 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1836 { 1825 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1826 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1830 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1831 }
1843} 1832}
1844
1845
1846
1847 1833
1848/* fire_swarm: 1834/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1837 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1843 * n: the number to be fired.
1858 */ 1844 */
1859
1860int 1845int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1847{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1848 if (!spell->other_arch)
1867 return 0; 1849 return 0;
1868 1850
1869 tmp = get_archetype (SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1852
1871 set_spell_skill (op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1854 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1877 1857
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1880 return 1; 1860 return 1;
1881 1861
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1865
1866 tmp->invisible = 1;
1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1868 tmp->direction = dir;
1887 tmp->invisible = 1; 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1871
1889 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1890 return 1; 1874 return 1;
1891} 1875}
1892
1893 1876
1894/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1895 * function. 1878 * function.
1896 */ 1879 */
1897int 1880int
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1912 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1914 if (target->head)
1932 target = target->head; 1915 target = target->head;
1916
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1935 } 1919 }
1936 } 1920 }
1937 1921
1938 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
2018 object *disease = arch_to_object (spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
2019 2003
2020 disease->set_owner (op); 2004 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 2007 disease->level = casting_level (caster, spell);
2024 2008
2025 /* do level adjustments */ 2009 /* do level adjustments */
2026 if (disease->stats.wc) 2010 if (disease->stats.wc)
2027 disease->stats.wc += dur_mod / 2; 2011 disease->stats.wc += dur_mod / 2;
2028 2012
2072 2056
2073 if (infect_object (walk, disease, 1)) 2057 if (infect_object (walk, disease, 1))
2074 { 2058 {
2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2076 2060
2077 disease->destroy (); /* don't need this one anymore */ 2061 disease->destroy (true); /* don't need this one anymore */
2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2079 return 1; 2063 return 1;
2080 } 2064 }
2081 2065
2082 disease->destroy (); 2066 disease->destroy (true);
2083 } 2067 }
2084 } /* if living creature */ 2068 } /* if living creature */
2085 } /* for range of spaces */ 2069 } /* for range of spaces */
2086 2070
2087 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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