ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.56 by root, Sat May 17 01:05:57 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 ();
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.
1628 * 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
1629 * lightning spell used it, that seemed misnamed. 1618 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1619 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1620 * note that duration is handled by process_object() in time.c
1632 */ 1621 */
1633
1634void 1622void
1635move_ball_spell (object *op) 1623move_ball_spell (object *op)
1636{ 1624{
1637 int i, j, dam_save, dir, mflags; 1625 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1626 sint16 nx, ny, hx, hy;
1704 1692
1705 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)))
1706 { 1694 {
1707 if (j) 1695 if (j)
1708 op->stats.dam = dam_save / 2; 1696 op->stats.dam = dam_save / 2;
1697
1709 hit_map (op, j, op->attacktype, 1); 1698 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1699 }
1712 1700
1713 /* insert the other arch */ 1701 /* insert the other arch */
1714 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))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1703 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1748 int adjustdir; 1736 int adjustdir;
1749 maptile *m; 1737 maptile *m;
1750#endif 1738#endif
1751 object *owner = op->env; 1739 object *owner = op->env;
1752 1740
1741 if (!owner) // MUST not happen, remove when true TODO
1742 {
1743 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1744 op->destroy ();
1745 return;
1746 }
1747
1753 if (!op->duration || !owner->is_on_map ()) 1748 if (!op->duration || !owner->is_on_map ())
1754 { 1749 {
1755 op->destroy (); 1750 op->drop_and_destroy ();
1756 return; 1751 return;
1757 } 1752 }
1758 1753
1759 op->duration--; 1754 op->duration--;
1760 1755
1761 int basedir = op->direction; 1756 int basedir = op->direction;
1762 if (!basedir) 1757 if (!basedir)
1758 {
1763 /* spray in all directions! 8) */ 1759 /* spray in all directions! 8) */
1764 basedir = 1 + (op->facing += op->state) % 8; 1760 op->facing = (op->facing + op->state) & 7;
1761 basedir = op->facing + 1;
1762 }
1765 1763
1766#if 0 1764#if 0
1767 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1768 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1769 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1829 { 1827 {
1830 /* 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 */
1831 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1832 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1833 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1834 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);
1835 } 1833 }
1836} 1834}
1837 1835
1838/* fire_swarm: 1836/* fire_swarm:
1839 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1851{ 1849{
1852 if (!spell->other_arch) 1850 if (!spell->other_arch)
1853 return 0; 1851 return 0;
1854 1852
1855 object *tmp = archetype::get (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1854
1856 set_spell_skill (op, caster, spell, tmp); 1855 set_spell_skill (op, caster, spell, tmp);
1857 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. */
1858 tmp->spell = spell->other_arch->instance (); 1857 tmp->spell = spell->other_arch->instance ();
1859 tmp->attacktype = tmp->spell->attacktype; 1858 tmp->attacktype = tmp->spell->attacktype;
1860 1859
1861 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1860 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1862 if (!tailor_god_spell (tmp, op)) 1861 if (!tailor_god_spell (tmp, op))
1864 1863
1865 tmp->duration = SP_level_duration_adjust (caster, spell); 1864 tmp->duration = SP_level_duration_adjust (caster, spell);
1866 for (int i = 0; i < spell->duration; i++) 1865 for (int i = 0; i < spell->duration; i++)
1867 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1866 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1868 1867
1868 tmp->invisible = 1;
1869 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1869 tmp->direction = dir; 1870 tmp->direction = dir;
1870 tmp->invisible = 1;
1871 tmp->facing = rndm (8); // initial firing direction 1871 tmp->facing = rndm (1, 8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment 1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1873 1873
1874 op->insert (tmp); 1874 op->insert (tmp);
1875 1875
1876 return 1; 1876 return 1;
1887 int dam, mflags; 1887 int dam, mflags;
1888 maptile *m; 1888 maptile *m;
1889 1889
1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1890 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1891 1891
1892 if (!dir) 1892 if (dir)
1893 {
1894 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1895 return 0;
1896 } 1893 {
1897
1898 x = op->x + freearr_x[dir]; 1894 x = op->x + freearr_x[dir];
1899 y = op->y + freearr_y[dir]; 1895 y = op->y + freearr_y[dir];
1900 m = op->map; 1896 m = op->map;
1901 1897
1902 mflags = get_map_flags (m, &m, x, y, &x, &y); 1898 mflags = get_map_flags (m, &m, x, y, &x, &y);
1903 1899
1904 if (mflags & P_OUT_OF_MAP) 1900 if (mflags & P_OUT_OF_MAP)
1905 { 1901 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1902 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1907 return 0; 1903 return 0;
1908 } 1904 }
1909 1905
1910 if (mflags & P_IS_ALIVE && spell->attacktype) 1906 if (mflags & P_IS_ALIVE && spell->attacktype)
1911 { 1907 {
1912 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)
1913 if (QUERY_FLAG (target, FLAG_MONSTER)) 1909 if (QUERY_FLAG (target, FLAG_MONSTER))
1914 { 1910 {
1915 /* oky doky. got a target monster. Lets make a blinding attack */ 1911 /* oky doky. got a target monster. Lets make a blinding attack */
1916 if (target->head) 1912 if (target->head)
1917 target = target->head; 1913 target = target->head;
1914
1918 (void) hit_player (target, dam, op, spell->attacktype, 1); 1915 hit_player (target, dam, op, spell->attacktype, 1);
1919 return 1; /* one success only! */ 1916 return 1; /* one success only! */
1917 }
1920 } 1918 }
1921 }
1922 1919
1923 /* no live target, perhaps a wall is in the way? */ 1920 /* no live target, perhaps a wall is in the way? */
1924 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)))
1925 { 1922 {
1926 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.");
1927 return 0; 1924 return 0;
1925 }
1928 } 1926 }
1929 1927
1930 /* 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 */
1931 tmp = arch_to_object (spell->other_arch); 1929 tmp = arch_to_object (spell->other_arch);
1932 if (!tmp) 1930 if (!tmp)
1933 { 1931 {
1934 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1935 return 0; 1933 return 0;
1936 } 1934 }
1935
1937 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937
1938 if (tmp->glow_radius) 1938 if (tmp->glow_radius)
1939 {
1940 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));
1941 if (tmp->glow_radius > MAX_LIGHT_RADII)
1942 tmp->glow_radius = MAX_LIGHT_RADII;
1943 }
1944 1940
1941 if (dir)
1945 m->insert (tmp, x, y, op); 1942 m->insert (tmp, x, y, op);
1943 else
1944 caster->outer_env ()->insert (tmp);
1945
1946 return 1; 1946 return 1;
1947} 1947}
1948 1948
1949/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
1950 * player and infects someone. 1950 * player and infects someone.
2003 object *disease = arch_to_object (spell->other_arch); 2003 object *disease = arch_to_object (spell->other_arch);
2004 2004
2005 disease->set_owner (op); 2005 disease->set_owner (op);
2006 set_spell_skill (op, caster, spell, disease); 2006 set_spell_skill (op, caster, spell, disease);
2007 disease->stats.exp = 0; 2007 disease->stats.exp = 0;
2008 disease->level = caster_level (caster, spell); 2008 disease->level = casting_level (caster, spell);
2009 2009
2010 /* do level adjustments */ 2010 /* do level adjustments */
2011 if (disease->stats.wc) 2011 if (disease->stats.wc)
2012 disease->stats.wc += dur_mod / 2; 2012 disease->stats.wc += dur_mod / 2;
2013 2013

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines