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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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 */
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164
165void 160void
166move_bolt (object *op) 161move_bolt (object *op)
167{ 162{
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
252 tmp->duration++; 247 tmp->duration++;
253 248
254 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 250 * going off in other directions.
256 */ 251 */
257 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 254
262 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
264 */ 257 */
265 op->range = 0; 258 op->range = 0;
289 return 0; 282 return 0;
290 283
291 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
294 if (spob->slaying) 288 if (spob->slaying)
295 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
300 295
344 * BULLET/BALL CODE 339 * BULLET/BALL CODE
345 * 340 *
346 ***************************************************************************/ 341 ***************************************************************************/
347 342
348/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 345 * At least that is what I think this does.
351 */ 346 */
352void 347void
353explosion (object *op) 348explosion (object *op)
354{ 349{
406 return; 401 return;
407 } 402 }
408 403
409 if (op->env) 404 if (op->env)
410 { 405 {
411 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 409 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 411 op->destroy ();
416 return; 412 return;
417 } 413 }
435 } 431 }
436 432
437 if (op->attacktype) 433 if (op->attacktype)
438 { 434 {
439 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
440 if (op->destroyed ()) 437 if (op->destroyed ())
441 return; 438 return;
442 } 439 }
443 440
444 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
484 481
485 /* Prevent recursion */ 482 /* Prevent recursion */
486 op->move_on = 0; 483 op->move_on = 0;
487 484
488 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
489 /* remove the firebullet */ 488 /* remove the firebullet */
490 op->destroy (); 489 op->destroy ();
491} 490}
492 491
493/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 520 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 522 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 526 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 528 {
529 op->destroy (); 529 op->destroy ();
618 int mflags; 618 int mflags;
619 619
620 if (!spob->other_arch) 620 if (!spob->other_arch)
621 return 0; 621 return 0;
622 622
623 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 624 if (!tmp)
625 return 0; 625 return 0;
626 626
627 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 630 if (spob->slaying)
631 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
632 632
642 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
643 643
644 tmp->set_owner (op); 644 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
646 646
647 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 649 tmp->map = op->map;
650 650
651 maptile *newmap; 651 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 704
705void 705void
706move_cone (object *op) 706move_cone (object *op)
707{ 707{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 709 if (!op->map)
712 { 710 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 712 op->set_speed (0);
759 { 757 {
760 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
761 return; 759 return;
762 } 760 }
763 761
764 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
765 { 763 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 765
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 767 {
936 * op is the original bomb object. 934 * op is the original bomb object.
937 */ 935 */
938void 936void
939animate_bomb (object *op) 937animate_bomb (object *op)
940{ 938{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 940 return;
946 941
947 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
948 943
949 if (op->env) 944 if (op->env)
950 { 945 {
951 if (env->map == NULL) 946 if (env->map == NULL)
952 return; 947 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 948
957 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
958 return; 950 return;
959 } 951 }
960 952
971 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 964 * so just set up the appropriate values.
973 */ 965 */
974 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
975 { 967 {
976 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
977 { 969 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 971 continue;
980 972
981 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
982 tmp->direction = i; 974 tmp->direction = i;
983 tmp->range = op->range; 975 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 977 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1000} 992}
1001 993
1002int 994int
1003create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 996{
1005
1006 object *tmp; 997 object *tmp;
1007 int mflags; 998 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1000 maptile *m;
1010 1001
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1004 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1006 return 0;
1016 } 1007 }
1008
1017 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1018 1010
1019 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1078 * op = player
1087 * caster = object casting the spell. 1079 * caster = object casting the spell.
1088 * dir = direction being cast 1080 * dir = direction being cast
1089 * spell = spell object 1081 * spell = spell object
1090 */ 1082 */
1091
1092int 1083int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1085{
1095 object *effect, *target; 1086 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1175 1166
1176 return 1; 1167 return 1;
1177} 1168}
1178 1169
1179
1180/**************************************************************************** 1170/****************************************************************************
1181 * 1171 *
1182 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1174 * code here is just to move the missile.
1186 1176
1187/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1188void 1178void
1189move_missile (object *op) 1179move_missile (object *op)
1190{ 1180{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1197 { 1182 {
1198 op->destroy (); 1183 op->destroy ();
1199 return; 1184 return;
1200 } 1185 }
1201 1186
1202 owner = op->owner; 1187 mapxy pos (op);
1203#if 0 1188 pos.move (op->direction);
1204 /* It'd make things nastier if this wasn't here - spells cast by 1189
1205 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1206 */
1207 if (owner == NULL)
1208 { 1191 {
1209 op->destroy (); 1192 op->destroy ();
1210 return; 1193 return;
1211 } 1194 }
1212#endif
1213 1195
1214 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1215 new_y = op->y + DIRY (op);
1216 1197
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1199 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1224 */ 1203 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1204 op->destroy ();
1236 return; 1205 return;
1237 } 1206 }
1238 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1241 { 1216 {
1242 op->direction = i; 1217 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1244 } 1219 }
1245 1220
1246 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1247} 1222}
1248 1223
1249/**************************************************************************** 1224/****************************************************************************
1250 * Destruction 1225 * Destruction
1251 ****************************************************************************/ 1226 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1258 */ 1233 */
1259
1260int 1234int
1261make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1262{ 1236{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1239 return 0;
1268 1240
1269 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1243 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1248
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1282 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1284 1253
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1254 return 1;
1291} 1255}
1292 1256
1293int 1257int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1319 else 1283 else
1320 op->skill = NULL; 1284 op->skill = NULL;
1321 1285
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1323 1287
1324 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1325 { 1289 {
1326 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1327 { 1291 {
1328 m = op->map; 1292 m = op->map;
1329 sx = op->x + i; 1293 sx = op->x + i;
1330 sy = op->y + j; 1294 sy = op->y + j;
1331 1295
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 { 1313 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1315 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1353 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1355 } 1320 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1357 { 1322 {
1385 { 1350 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1352 return 0;
1388 } 1353 }
1389 1354
1355 tmp = tmp->head_ ();
1356
1390 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1392 { 1359 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1361 {
1395 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1396 { 1363 {
1402 return 0; 1369 return 0;
1403 } 1370 }
1404 } 1371 }
1405 } 1372 }
1406 1373
1407 if (force == NULL) 1374 if (!force)
1408 { 1375 {
1409 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1411 if (spell_ob->race) 1379 if (spell_ob->race)
1412 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1413 else 1381 else
1414 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1415 1383
1425 { 1393 {
1426 force->duration = duration; 1394 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1396 }
1429 else 1397 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1399
1433 return 1; 1400 return 1;
1434 } 1401 }
1402
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1404 force->speed = 1.f;
1437 force->speed_left = -1.f; 1405 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1439 1407
1612 } 1580 }
1613 1581
1614 /* charm */ 1582 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1591 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1716 1686
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1688 {
1719 if (j) 1689 if (j)
1720 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1721 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1693 }
1724 1694
1725 /* insert the other arch */ 1695 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1741 1711
1742 op->direction = i; 1712 op->direction = i;
1743 } 1713 }
1744} 1714}
1745 1715
1746
1747/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1722 */
1754
1755void 1723void
1756move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1757{ 1725{
1758#if 0 1726#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1730 int adjustdir;
1763 maptile *m; 1731 maptile *m;
1764#endif 1732#endif
1765 int basedir;
1766 object *owner; 1733 object *owner = op->env;
1767 1734
1768 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1738 op->destroy ();
1772 return; 1739 return;
1773 } 1740 }
1774 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1775 op->duration--; 1748 op->duration--;
1776 1749
1777 basedir = op->direction; 1750 int basedir = op->direction;
1778 if (basedir == 0) 1751 if (!basedir)
1779 {
1780 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1782 }
1783 1754
1784#if 0 1755#if 0
1785 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1847 { 1818 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1824 }
1854} 1825}
1855
1856
1857
1858 1826
1859/* fire_swarm: 1827/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1830 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1836 * n: the number to be fired.
1869 */ 1837 */
1870
1871int 1838int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1840{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1841 if (!spell->other_arch)
1878 return 0; 1842 return 0;
1879 1843
1880 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1882 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1888 1849
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1891 return 1; 1852 return 1;
1892 1853
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1860 tmp->direction = dir;
1898 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1863
1900 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1901 return 1; 1866 return 1;
1902} 1867}
1903
1904 1868
1905/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1906 * function. 1870 * function.
1907 */ 1871 */
1908int 1872int
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1904 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1906 if (target->head)
1943 target = target->head; 1907 target = target->head;
1908
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1910 return 1; /* one success only! */
1946 } 1911 }
1947 } 1912 }
1948 1913
1949 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
1969 } 1934 }
1970 1935
1971 m->insert (tmp, x, y, op); 1936 m->insert (tmp, x, y, op);
1972 return 1; 1937 return 1;
1973} 1938}
1974
1975
1976
1977 1939
1978/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1941 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
1981 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
1983 */ 1945 */
1984
1985int 1946int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1948{
1988 sint16 x, y; 1949 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1958 * direction the player is pointing.
1998 */ 1959 */
1999 if (!dir) 1960 if (!dir)
2000 dir = op->facing; 1961 dir = op->facing;
1962
2001 if (!dir) 1963 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2003 1965
2004 /* Calculate these once here */ 1966 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2001 /* do level adjustments */
2040 if (disease->stats.wc) 2002 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2042 2004
2043 if (disease->magic > 0) 2005 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2045 2007
2046 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2048 2010
2049 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)

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