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 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.73 by root, Sun Dec 28 06:59:27 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* 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
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 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)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 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))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* 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
518 518
519 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
604 } 606 }
605 else 607 else
606 check_bullet (op); 608 check_bullet (op);
607} 609}
608 610
609
610
611
612/* fire_bullet 611/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 615 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
618 * pointers. 617 * pointers.
619 */ 618 */
620
621int 619int
622fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 621{
624 object *tmp = NULL; 622 object *tmp = NULL;
625 int mflags; 623 int mflags;
626 624
627 if (!spob->other_arch) 625 if (!spob->other_arch)
628 return 0; 626 return 0;
629 627
630 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 629 if (!tmp)
632 return 0; 630 return 0;
633 631
634 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 635 if (spob->slaying)
638 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
639 637
649 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
650 648
651 tmp->set_owner (op); 649 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
653 651
654 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 654 tmp->map = op->map;
657 655
658 maptile *newmap; 656 maptile *newmap;
659 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);
660 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 681 check_bullet (tmp);
684 682
685 return 1; 683 return 1;
686} 684}
687
688
689
690 685
691/***************************************************************************** 686/*****************************************************************************
692 * 687 *
693 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
694 * 689 *
695 *****************************************************************************/ 690 *****************************************************************************/
696 691
697
698/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
699void 693void
700cone_drop (object *op) 694cone_drop (object *op)
701{ 695{
702 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 709
716void 710void
717move_cone (object *op) 711move_cone (object *op)
718{ 712{
719 int i;
720
721 /* 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 */
722 if (!op->map) 714 if (!op->map)
723 { 715 {
724 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");
725 op->set_speed (0); 717 op->set_speed (0);
745 } 737 }
746#endif 738#endif
747 739
748 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
749 741
742 if (!op->is_on_map ())
743 return;
744
750 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
752 * degree. 747 * degree.
753 */ 748 */
754 if (op->weight) 749 if (op->weight)
750 {
755 check_spell_knockback (op); 751 check_spell_knockback (op);
756 752
757 if (op->destroyed ()) 753 if (!op->is_on_map ())
758 return; 754 return;
755 }
759 756
760 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
761 { 758 {
762 op->destroy (); 759 op->destroy ();
763 return; 760 return;
764 } 761 }
765 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
770 { 767 {
771 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
772 return; 769 return;
773 } 770 }
774 771
775 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
776 { 773 {
777 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)];
778 775
779 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))
780 { 777 {
827 824
828 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 827 * insert it into is blocked.
831 */ 828 */
832 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
833 830
834 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
835 { 832 {
836 sint16 x, y, d; 833 sint16 x, y, d;
837 834
872 869
873 success = 1; 870 success = 1;
874 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 872 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
879 876
880 /* holy word stuff */ 877 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
916 else 913 else
917 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
918 } 915 }
919 916
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 919
923 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 922
926 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
927 924
928 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 926 * a single space too many times.
941 * 938 *
942 * BOMB related code 939 * BOMB related code
943 * 940 *
944 ****************************************************************************/ 941 ****************************************************************************/
945 942
946
947/* This handles an exploding bomb. 943/* This handles an exploding bomb.
948 * op is the original bomb object. 944 * op is the original bomb object.
949 */ 945 */
950void 946void
951animate_bomb (object *op) 947animate_bomb (object *op)
952{ 948{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 950 return;
958 951
959 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
960 953
961 if (op->env) 954 if (op->env)
962 { 955 {
963 if (env->map == NULL) 956 if (env->map == NULL)
964 return; 957 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 958
969 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
970 return; 960 return;
971 } 961 }
972 962
983 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 974 * so just set up the appropriate values.
985 */ 975 */
986 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
987 { 977 {
988 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
989 { 979 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 981 continue;
992 982
993 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
994 tmp->direction = i; 984 tmp->direction = i;
995 tmp->range = op->range; 985 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 987 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1012} 1002}
1013 1003
1014int 1004int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1006{
1017
1018 object *tmp; 1007 object *tmp;
1019 int mflags; 1008 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1010 maptile *m;
1022 1011
1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1021 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1023 return 0;
1024 }
1028 } 1025 }
1026
1029 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1030 1028
1031 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1054 * dir is the direction to look in. 1052 * dir is the direction to look in.
1055 * range is how far out to look. 1053 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1058 */ 1056 */
1059
1060object * 1057object *
1061get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1062{ 1059{
1063 object *target; 1060 object *target;
1064 sint16 x, y; 1061 sint16 x, y;
1083 return NULL; 1080 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1082 return NULL;
1086 1083
1087 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1085 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1087 return target;
1094 }
1095 }
1096 }
1097 } 1088 }
1089
1098 return NULL; 1090 return NULL;
1099} 1091}
1100
1101 1092
1102/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1104 * usual params - 1095 * usual params -
1105 * op = player 1096 * op = player
1106 * caster = object casting the spell. 1097 * caster = object casting the spell.
1107 * dir = direction being cast 1098 * dir = direction being cast
1108 * spell = spell object 1099 * spell = spell object
1109 */ 1100 */
1110
1111int 1101int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1103{
1114 object *effect, *target; 1104 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1139 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1140 else 1130 else
1141 return 0; 1131 return 0;
1142 1132
1143 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1137 {
1148 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1193 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1194 1184
1195 return 1; 1185 return 1;
1196} 1186}
1197 1187
1198
1199/**************************************************************************** 1188/****************************************************************************
1200 * 1189 *
1201 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1192 * code here is just to move the missile.
1205 1194
1206/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1207void 1196void
1208move_missile (object *op) 1197move_missile (object *op)
1209{ 1198{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1216 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1217 op->destroy (); 1210 op->destroy ();
1218 return; 1211 return;
1219 } 1212 }
1220 1213
1221 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1215
1233 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1217 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1242 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1243 */ 1221 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1222 op->destroy ();
1255 return; 1223 return;
1256 } 1224 }
1257 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1260 { 1234 {
1261 op->direction = i; 1235 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1263 } 1237 }
1264 1238
1265 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1266} 1240}
1267 1241
1268/**************************************************************************** 1242/****************************************************************************
1269 * Destruction 1243 * Destruction
1270 ****************************************************************************/ 1244 ****************************************************************************/
1273 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1277 */ 1251 */
1278
1279int 1252int
1280make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1281{ 1254{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1257 return 0;
1287 1258
1288 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1261 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1301 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1303 1268
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1269 return 1;
1310} 1270}
1311
1312
1313
1314 1271
1315int 1272int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1274{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1296 else if (caster->skill)
1340 op->skill = caster->skill; 1297 op->skill = caster->skill;
1341 else 1298 else
1342 op->skill = NULL; 1299 op->skill = NULL;
1343 1300
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1345 1302
1346 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1347 { 1304 {
1348 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1349 { 1306 {
1350 m = op->map; 1307 m = op->map;
1351 sx = op->x + i; 1308 sx = op->x + i;
1352 sy = op->y + j; 1309 sy = op->y + j;
1353 1310
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1328 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1330 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1375 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1377 } 1335 }
1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1379 { 1337 {
1407 { 1365 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1367 return 0;
1410 } 1368 }
1411 1369
1370 tmp = tmp->head_ ();
1371
1412 /* If we've already got a force of this type, don't add a new one. */ 1372 /* If we've already got a force of this type, don't add a new one. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1414 { 1374 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1376 {
1417 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1418 { 1378 {
1424 return 0; 1384 return 0;
1425 } 1385 }
1426 } 1386 }
1427 } 1387 }
1428 1388
1429 if (force == NULL) 1389 if (!force)
1430 { 1390 {
1431 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1433 if (spell_ob->race) 1394 if (spell_ob->race)
1434 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1435 else 1396 else
1436 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1437 1398
1447 { 1408 {
1448 force->duration = duration; 1409 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1411 }
1451 else 1412 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1414
1455 return 1; 1415 return 1;
1456 } 1416 }
1417
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1418 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1419 force->speed = 1.f;
1459 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1461 1422
1462 if (god) 1423 if (god)
1463 { 1424 {
1464 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1504 1465
1505 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1506 * doing it over and over again. 1467 * doing it over and over again.
1507 */ 1468 */
1508 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1472
1512 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1513 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1514 * won't ever match anything. 1475 * won't ever match anything.
1536 /* If there is nothing living on this space, no need to go further */ 1497 /* If there is nothing living on this space, no need to go further */
1537 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1538 continue; 1499 continue;
1539 1500
1540 // players can only affect spaces that they can actually see 1501 // players can only affect spaces that they can actually see
1502 if (caster
1541 if (caster && caster->contr 1503 && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70) 1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1543 continue; 1505 continue;
1544 1506
1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1546 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1547 break; 1509 break;
1584 at -= level / 5; 1546 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1586 continue; 1548 continue;
1587 } 1549 }
1588 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1589 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593
1594 The chance will then be in the range [20-70] percent, not too bad.
1595
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster...
1598
1599 Ryo, august 14th
1600 */
1601 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1602 if (head->level > level) 1564 if (head->level > level)
1603 continue; 1565 continue;
1566
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1568 /* Failed, no effect */
1606 continue; 1569 continue;
1607 } 1570 }
1608 1571
1610 1573
1611 /* aggravation */ 1574 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1576 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1578 remove_friendly_object (head);
1617
1618 done_one = 1; 1579 done_one = 1;
1619 head->enemy = op; 1580 head->enemy = op;
1620 } 1581 }
1621 1582
1622 /* calm monsters */ 1583 /* calm monsters */
1635 } 1596 }
1636 1597
1637 /* charm */ 1598 /* charm */
1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1639 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1607 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1656 } /* for y */ 1619 } /* for y */
1657 1620
1658 return 1; 1621 return 1;
1659} 1622}
1660 1623
1661
1662/* Move_ball_spell: This handles ball type spells that just sort of wander 1624/* Move_ball_spell: This handles ball type spells that just sort of wander
1663 * about. was called move_ball_lightning, but since more than the ball 1625 * about. was called move_ball_lightning, but since more than the ball
1664 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1627 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1667 */ 1629 */
1668
1669void 1630void
1670move_ball_spell (object *op) 1631move_ball_spell (object *op)
1671{ 1632{
1672 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1692 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1693 { 1654 {
1694 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1695 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1696 */ 1657 */
1697
1698 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1699 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1700 1660
1701 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1702 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1704 { 1664 {
1705 dir = tmpdir; 1665 dir = tmpdir;
1706 break; 1666 break;
1707 } 1667 }
1708 } 1668 }
1669
1709 if (dir == 0) 1670 if (dir == 0)
1710 { 1671 {
1711 nx = op->x; 1672 nx = op->x;
1712 ny = op->y; 1673 ny = op->y;
1713 m = op->map; 1674 m = op->map;
1739 1700
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1701 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1702 {
1742 if (j) 1703 if (j)
1743 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1744 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1707 }
1747 1708
1748 /* insert the other arch */ 1709 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1710 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1725
1765 op->direction = i; 1726 op->direction = i;
1766 } 1727 }
1767} 1728}
1768 1729
1769
1770/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1731 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1732 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1733 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1734 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1735 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1736 */
1777
1778void 1737void
1779move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1780{ 1739{
1781#if 0 1740#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1741 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1742 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1744 int adjustdir;
1786 maptile *m; 1745 maptile *m;
1787#endif 1746#endif
1788 int basedir;
1789 object *owner; 1747 object *owner = op->env;
1790 1748
1791 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1752 op->destroy ();
1795 return; 1753 return;
1796 } 1754 }
1797 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1798 op->duration--; 1762 op->duration--;
1799 1763
1800 basedir = op->direction; 1764 int basedir = op->direction;
1801 if (basedir == 0) 1765 if (!basedir)
1802 { 1766 {
1803 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1805 } 1770 }
1806 1771
1807#if 0 1772#if 0
1808 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1776 // space.
1812 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1813 // (schmorp) 1778 // (schmorp)
1814 1779
1815 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1816 * more uniform 1781 * more uniform
1817 */ 1782 */
1870 { 1835 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1836 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1840 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1841 }
1877} 1842}
1878
1879
1880
1881 1843
1882/* fire_swarm: 1844/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1847 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1853 * n: the number to be fired.
1892 */ 1854 */
1893
1894int 1855int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1857{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1858 if (!spell->other_arch)
1901 return 0; 1859 return 0;
1902 1860
1903 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1905 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1864 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1911 1867
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1914 return 1; 1870 return 1;
1915 1871
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1878 tmp->direction = dir;
1921 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1881
1923 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1924 return 1; 1884 return 1;
1925} 1885}
1926
1927 1886
1928/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1929 * function. 1888 * function.
1930 */ 1889 */
1931int 1890int
1936 int dam, mflags; 1895 int dam, mflags;
1937 maptile *m; 1896 maptile *m;
1938 1897
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1899
1941 if (!dir) 1900 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1901 {
1946
1947 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1949 m = op->map; 1904 m = op->map;
1950 1905
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1907
1953 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1954 { 1909 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1911 return 0;
1957 } 1912 }
1958 1913
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1915 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1916 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1918 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1920 if (target->head)
1966 target = target->head; 1921 target = target->head;
1922
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1969 } 1926 }
1970 }
1971 1927
1972 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1929 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1930 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1931 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1976 return 0; 1932 return 0;
1933 }
1977 } 1934 }
1978 1935
1979 /* ok, looks groovy to just insert a new light on the map */ 1936 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1981 if (!tmp) 1938 if (!tmp)
1982 { 1939 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1941 return 0;
1985 } 1942 }
1943
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1987 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1988 {
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1990 if (tmp->glow_radius > MAX_LIGHT_RADII)
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1948
1949 if (dir)
1994 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1995 return 1; 1954 return 1;
1996} 1955}
1997
1998
1999
2000 1956
2001/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1958 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1959 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1960 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
2006 */ 1962 */
2007
2008int 1963int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1965{
2011 sint16 x, y; 1966 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1974 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1975 * direction the player is pointing.
2021 */ 1976 */
2022 if (!dir) 1977 if (!dir)
2023 dir = op->facing; 1978 dir = op->facing;
1979
2024 if (!dir) 1980 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1981 return 0; /* won't find anything if casting on ourself, so just return */
2026 1982
2027 /* Calculate these once here */ 1983 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2056 2012
2057 disease->set_owner (op); 2013 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2061 2017
2062 /* do level adjustments */ 2018 /* do level adjustments */
2063 if (disease->stats.wc) 2019 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2065 2021
2066 if (disease->magic > 0) 2022 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2068 2024
2069 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2071 2027
2072 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2110 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2111 { 2067 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2068 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113 2069
2114 disease->destroy (); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2072 return 1;
2117 } 2073 }
2118 2074
2119 disease->destroy (); 2075 disease->destroy ();
2120 } 2076 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines