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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.69 by root, Thu Dec 4 01:07:35 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;
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 ();
405 return; 402 return;
406 } 403 }
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 ();
455 return; 456 return;
456 } 457 }
457 458
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 ();
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)
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);
736 } 737 }
737#endif 738#endif
738 739
739 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
740 741
742 if (!op->is_on_map ())
743 return;
744
741 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
743 * degree. 747 * degree.
744 */ 748 */
745 if (op->weight) 749 if (op->weight)
750 {
746 check_spell_knockback (op); 751 check_spell_knockback (op);
747 752
748 if (op->destroyed ()) 753 if (!op->is_on_map ())
749 return; 754 return;
755 }
750 756
751 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
752 { 758 {
753 op->destroy (); 759 op->destroy ();
754 return; 760 return;
755 } 761 }
756 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
761 { 767 {
762 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
763 return; 769 return;
764 } 770 }
765 771
766 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
767 { 773 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 775
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 777 {
863 869
864 success = 1; 870 success = 1;
865 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 872 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
870 876
871 /* holy word stuff */ 877 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
1115 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1116 else 1122 else
1117 return 0; 1123 return 0;
1118 1124
1119 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1129 {
1124 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1180 1186
1181/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1182void 1188void
1183move_missile (object *op) 1189move_missile (object *op)
1184{ 1190{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1191 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1192 op->destroy (); 1202 op->destroy ();
1193 return; 1203 return;
1194 } 1204 }
1195 1205
1196 owner = op->owner; 1206 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1207
1208 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1209 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1218 */ 1213 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1214 op->destroy ();
1230 return; 1215 return;
1231 } 1216 }
1232 1217
1218 if (!op->direction)
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1235 { 1226 {
1236 op->direction = i; 1227 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1238 } 1229 }
1239 1230
1240 m->insert (op, new_x, new_y, op); 1231 pos.insert (op, op);
1241} 1232}
1242 1233
1243/**************************************************************************** 1234/****************************************************************************
1244 * Destruction 1235 * Destruction
1245 ****************************************************************************/ 1236 ****************************************************************************/
1259 1250
1260 object *tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1261 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1262 tmp->stats.food = time; 1253 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius;
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII; 1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1256 tmp = insert_ob_in_ob (tmp, op);
1269 1257
1270 if (tmp->glow_radius > op->glow_radius) 1258 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1259 op->glow_radius = tmp->glow_radius;
1272 1260
1302 else 1290 else
1303 op->skill = NULL; 1291 op->skill = NULL;
1304 1292
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1306 1294
1307 for (i = -range; i < range; i++) 1295 for (i = -range; i <= range; i++)
1308 { 1296 {
1309 for (j = -range; j < range; j++) 1297 for (j = -range; j <= range; j++)
1310 { 1298 {
1311 m = op->map; 1299 m = op->map;
1312 sx = op->x + i; 1300 sx = op->x + i;
1313 sy = op->y + j; 1301 sy = op->y + j;
1314 1302
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1320 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1322 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1336 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1338 } 1327 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1340 { 1329 {
1468 1457
1469 /* We precompute some values here so that we don't have to keep 1458 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1459 * doing it over and over again.
1471 */ 1460 */
1472 god = find_god (determine_god (op)); 1461 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1462 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1463 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1464
1476 /* On the bright side, no monster should ever have a race of GOD_... 1465 /* On the bright side, no monster should ever have a race of GOD_...
1477 * so even if the player doesn't worship a god, if race=GOD_.., it 1466 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1467 * won't ever match anything.
1598 } 1587 }
1599 1588
1600 /* charm */ 1589 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1591 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1594 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1595 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1597 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1598 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1599 set_spell_skill (op, caster, spell, head);
1626 * about. was called move_ball_lightning, but since more than the ball 1617 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1618 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1619 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1620 * note that duration is handled by process_object() in time.c
1630 */ 1621 */
1631
1632void 1622void
1633move_ball_spell (object *op) 1623move_ball_spell (object *op)
1634{ 1624{
1635 int i, j, dam_save, dir, mflags; 1625 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1626 sint16 nx, ny, hx, hy;
1702 1692
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1693 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1694 {
1705 if (j) 1695 if (j)
1706 op->stats.dam = dam_save / 2; 1696 op->stats.dam = dam_save / 2;
1697
1707 hit_map (op, j, op->attacktype, 1); 1698 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1699 }
1710 1700
1711 /* insert the other arch */ 1701 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1703 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 1717
1728 op->direction = i; 1718 op->direction = i;
1729 } 1719 }
1730} 1720}
1731 1721
1732
1733/* move_swarm_spell: peterm 1722/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1723 * This is an implementation of the swarm spell. It was written for
1735 * meteor swarm, but it could be used for any swarm. A swarm spell 1724 * meteor swarm, but it could be used for any swarm. A swarm spell
1736 * is a special type of object that casts swarms of other types 1725 * is a special type of object that casts swarms of other types
1737 * of spells. Which spell it casts is flexible. It fires the spells 1726 * of spells. Which spell it casts is flexible. It fires the spells
1738 * from a set of squares surrounding the caster, in a given direction. 1727 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1728 */
1740
1741void 1729void
1742move_swarm_spell (object *op) 1730move_swarm_spell (object *op)
1743{ 1731{
1744#if 0 1732#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1733 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1734 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1735 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1736 int adjustdir;
1749 maptile *m; 1737 maptile *m;
1750#endif 1738#endif
1751 int basedir;
1752 object *owner; 1739 object *owner = op->env;
1753 1740
1754 owner = op->owner; 1741 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1742 {
1743 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1744 op->destroy ();
1758 return; 1745 return;
1759 } 1746 }
1760 1747
1748 if (!op->duration || !owner->is_on_map ())
1749 {
1750 op->drop_and_destroy ();
1751 return;
1752 }
1753
1761 op->duration--; 1754 op->duration--;
1762 1755
1763 basedir = op->direction; 1756 int basedir = op->direction;
1764 if (basedir == 0) 1757 if (!basedir)
1765 { 1758 {
1766 /* spray in all directions! 8) */ 1759 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1760 op->facing = (op->facing + op->state) & 7;
1761 basedir = op->facing + 1;
1768 } 1762 }
1769 1763
1770#if 0 1764#if 0
1771 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1833 { 1827 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1833 }
1840} 1834}
1841
1842
1843
1844 1835
1845/* fire_swarm: 1836/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1839 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1845 * n: the number to be fired.
1855 */ 1846 */
1856
1857int 1847int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1849{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1850 if (!spell->other_arch)
1864 return 0; 1851 return 0;
1865 1852
1866 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1854
1868 set_spell_skill (op, caster, spell, tmp); 1855 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1856 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1857 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1858 tmp->attacktype = tmp->spell->attacktype;
1874 1859
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1860 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1861 if (!tailor_god_spell (tmp, op))
1877 return 1; 1862 return 1;
1878 1863
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1864 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1865 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1866 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1867
1868 tmp->invisible = 1;
1869 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1870 tmp->direction = dir;
1884 tmp->invisible = 1; 1871 tmp->facing = rndm (1, 8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1873
1886 tmp->insert_at (op, op); 1874 op->insert (tmp);
1875
1887 return 1; 1876 return 1;
1888} 1877}
1889
1890 1878
1891/* See the spells documentation file for why this is its own 1879/* See the spells documentation file for why this is its own
1892 * function. 1880 * function.
1893 */ 1881 */
1894int 1882int
1899 int dam, mflags; 1887 int dam, mflags;
1900 maptile *m; 1888 maptile *m;
1901 1889
1902 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1903 1891
1904 if (!dir) 1892 if (dir)
1905 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1907 return 0;
1908 } 1893 {
1909
1910 x = op->x + freearr_x[dir]; 1894 x = op->x + freearr_x[dir];
1911 y = op->y + freearr_y[dir]; 1895 y = op->y + freearr_y[dir];
1912 m = op->map; 1896 m = op->map;
1913 1897
1914 mflags = get_map_flags (m, &m, x, y, &x, &y); 1898 mflags = get_map_flags (m, &m, x, y, &x, &y);
1915 1899
1916 if (mflags & P_OUT_OF_MAP) 1900 if (mflags & P_OUT_OF_MAP)
1917 { 1901 {
1918 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1919 return 0; 1903 return 0;
1920 } 1904 }
1921 1905
1922 if (mflags & P_IS_ALIVE && spell->attacktype) 1906 if (mflags & P_IS_ALIVE && spell->attacktype)
1923 { 1907 {
1924 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1908 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1909 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1910 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1911 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1912 if (target->head)
1929 target = target->head; 1913 target = target->head;
1914
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1915 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1916 return 1; /* one success only! */
1917 }
1932 } 1918 }
1933 }
1934 1919
1935 /* no live target, perhaps a wall is in the way? */ 1920 /* no live target, perhaps a wall is in the way? */
1936 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1921 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1937 { 1922 {
1938 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1939 return 0; 1924 return 0;
1925 }
1940 } 1926 }
1941 1927
1942 /* ok, looks groovy to just insert a new light on the map */ 1928 /* ok, looks groovy to just insert a new light on the map */
1943 tmp = arch_to_object (spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1944 if (!tmp) 1930 if (!tmp)
1945 { 1931 {
1946 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1947 return 0; 1933 return 0;
1948 } 1934 }
1935
1949 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937
1950 if (tmp->glow_radius) 1938 if (tmp->glow_radius)
1951 {
1952 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1953 if (tmp->glow_radius > MAX_LIGHT_RADII)
1954 tmp->glow_radius = MAX_LIGHT_RADII;
1955 }
1956 1940
1941 if (dir)
1957 m->insert (tmp, x, y, op); 1942 m->insert (tmp, x, y, op);
1943 else
1944 caster->outer_env ()->insert (tmp);
1945
1958 return 1; 1946 return 1;
1959} 1947}
1960 1948
1961/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
1962 * player and infects someone. 1950 * player and infects someone.
2015 object *disease = arch_to_object (spell->other_arch); 2003 object *disease = arch_to_object (spell->other_arch);
2016 2004
2017 disease->set_owner (op); 2005 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 2006 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 2007 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 2008 disease->level = casting_level (caster, spell);
2021 2009
2022 /* do level adjustments */ 2010 /* do level adjustments */
2023 if (disease->stats.wc) 2011 if (disease->stats.wc)
2024 disease->stats.wc += dur_mod / 2; 2012 disease->stats.wc += dur_mod / 2;
2025 2013

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