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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 1.68 by elmex, Mon Oct 6 08:46:33 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 ****************************************************************************/
1302 else 1293 else
1303 op->skill = NULL; 1294 op->skill = NULL;
1304 1295
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1306 1297
1307 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1308 { 1299 {
1309 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1310 { 1301 {
1311 m = op->map; 1302 m = op->map;
1312 sx = op->x + i; 1303 sx = op->x + i;
1313 sy = op->y + j; 1304 sy = op->y + j;
1314 1305
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1323 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1325 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1336 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1338 } 1330 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1340 { 1332 {
1468 1460
1469 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1462 * doing it over and over again.
1471 */ 1463 */
1472 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1467
1476 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* 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 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1470 * won't ever match anything.
1598 } 1590 }
1599 1591
1600 /* charm */ 1592 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 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. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1601 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1626 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1622 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1630 */ 1624 */
1631
1632void 1625void
1633move_ball_spell (object *op) 1626move_ball_spell (object *op)
1634{ 1627{
1635 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1702 1695
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1697 {
1705 if (j) 1698 if (j)
1706 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1707 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1702 }
1710 1703
1711 /* insert the other arch */ 1704 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1705 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); 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 1720
1728 op->direction = i; 1721 op->direction = i;
1729 } 1722 }
1730} 1723}
1731 1724
1732
1733/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1726 * 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 1727 * 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 1728 * 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 1729 * 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. 1730 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1731 */
1740
1741void 1732void
1742move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1743{ 1734{
1744#if 0 1735#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1736 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 }; 1737 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; 1738 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1739 int adjustdir;
1749 maptile *m; 1740 maptile *m;
1750#endif 1741#endif
1751 int basedir;
1752 object *owner; 1742 object *owner = op->env;
1753 1743
1754 owner = op->owner; 1744 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1747 op->destroy ();
1758 return; 1748 return;
1759 } 1749 }
1760 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1761 op->duration--; 1757 op->duration--;
1762 1758
1763 basedir = op->direction; 1759 int basedir = op->direction;
1764 if (basedir == 0) 1760 if (!basedir)
1765 { 1761 {
1766 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1768 } 1765 }
1769 1766
1770#if 0 1767#if 0
1771 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1833 { 1830 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1836 }
1840} 1837}
1841
1842
1843
1844 1838
1845/* fire_swarm: 1839/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1842 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1848 * n: the number to be fired.
1855 */ 1849 */
1856
1857int 1850int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1852{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1853 if (!spell->other_arch)
1864 return 0; 1854 return 0;
1865 1855
1866 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1868 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1874 1862
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1877 return 1; 1865 return 1;
1878 1866
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1873 tmp->direction = dir;
1884 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1876
1886 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1887 return 1; 1879 return 1;
1888} 1880}
1889
1890 1881
1891/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1892 * function. 1883 * function.
1893 */ 1884 */
1894int 1885int
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1917 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1919 if (target->head)
1929 target = target->head; 1920 target = target->head;
1921
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1932 } 1924 }
1933 } 1925 }
1934 1926
1935 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2015 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2016 2008
2017 disease->set_owner (op); 2009 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2021 2013
2022 /* do level adjustments */ 2014 /* do level adjustments */
2023 if (disease->stats.wc) 2015 if (disease->stats.wc)
2024 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2025 2017

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