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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 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 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
174 { 169 {
175 op->destroy (); 170 op->drop_and_destroy ();
176 return; 171 return;
177 } 172 }
178 173
179 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
180 175
246 else 241 else
247 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 243 object *tmp = op->clone ();
249 244
250 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
252 /* 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 */
253 tmp->duration++; 248 tmp->duration++;
254 249
255 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 251 * going off in other directions.
257 */ 252 */
258 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 255
263 /* 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
264 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
265 */ 258 */
266 op->range = 0; 259 op->range = 0;
290 return 0; 283 return 0;
291 284
292 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
293 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);
294 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
295 if (spob->slaying) 289 if (spob->slaying)
296 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
301 296
312 307
313 maptile *newmap; 308 maptile *newmap;
314 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);
315 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
316 { 311 {
317 tmp->destroy (); 312 tmp->drop_and_destroy ();
318 return 0; 313 return 0;
319 } 314 }
320 315
321 tmp->map = newmap; 316 tmp->map = newmap;
322 317
323 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)))
324 { 319 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 321 {
327 tmp->destroy (); 322 tmp->drop_and_destroy ();
328 return 0; 323 return 0;
329 } 324 }
330 325
331 tmp->x = op->x; 326 tmp->x = op->x;
332 tmp->y = op->y; 327 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 333 move_bolt (tmp);
339 334
340 return 1; 335 return 1;
341} 336}
342
343
344 337
345/*************************************************************************** 338/***************************************************************************
346 * 339 *
347 * BULLET/BALL CODE 340 * BULLET/BALL CODE
348 * 341 *
349 ***************************************************************************/ 342 ***************************************************************************/
350 343
351/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 346 * At least that is what I think this does.
354 */ 347 */
355void 348void
356explosion (object *op) 349explosion (object *op)
357{ 350{
381 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))
382 { 375 {
383 object *tmp = op->clone (); 376 object *tmp = op->clone ();
384 377
385 tmp->state = 0; 378 tmp->state = 0;
386 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
387 tmp->range--; 380 tmp->range--;
388 tmp->value = 0; 381 tmp->value = 0;
389 382
390 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
391 } 384 }
392 } 385 }
393 } 386 }
394} 387}
395
396 388
397/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
399 * explode. 391 * explode.
400 */ 392 */
401void 393void
402explode_bullet (object *op) 394explode_bullet (object *op)
403{ 395{
404 object *tmp, *owner; 396 object *tmp, *owner;
405 397
406 if (op->other_arch == NULL) 398 if (!op->other_arch)
407 { 399 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 401 op->destroy ();
410 return; 402 return;
411 } 403 }
412 404
413 if (op->env) 405 if (op->env)
414 { 406 {
415 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
416 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))
417 { 410 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 412 op->destroy ();
420 return; 413 return;
421 } 414 }
439 } 432 }
440 433
441 if (op->attacktype) 434 if (op->attacktype)
442 { 435 {
443 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
444 if (op->destroyed ()) 438 if (op->destroyed ())
445 return; 439 return;
446 } 440 }
447 441
448 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 445 tmp->set_owner (op);
452 tmp->skill = op->skill; 446 tmp->skill = op->skill;
453 447
454 owner = op->owner; 448 owner = op->owner;
455 449
456 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))
457 { 454 {
458 op->destroy (); 455 op->destroy ();
459 return; 456 return;
460 } 457 }
461 458
488 485
489 /* Prevent recursion */ 486 /* Prevent recursion */
490 op->move_on = 0; 487 op->move_on = 0;
491 488
492 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
493 /* remove the firebullet */ 492 /* remove the firebullet */
494 op->destroy (); 493 op->destroy ();
495} 494}
496 495
497/* 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
519 518
520 /* 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 */
521 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
522 return; 521 return;
523 522
524 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)
525 { 524 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 526 {
528 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
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 531 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 533 {
533 op->destroy (); 534 op->destroy ();
605 } 606 }
606 else 607 else
607 check_bullet (op); 608 check_bullet (op);
608} 609}
609 610
610
611
612
613/* fire_bullet 611/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 615 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
619 * pointers. 617 * pointers.
620 */ 618 */
621
622int 619int
623fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 621{
625 object *tmp = NULL; 622 object *tmp = NULL;
626 int mflags; 623 int mflags;
627 624
628 if (!spob->other_arch) 625 if (!spob->other_arch)
629 return 0; 626 return 0;
630 627
631 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 629 if (!tmp)
633 return 0; 630 return 0;
634 631
635 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 635 if (spob->slaying)
639 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
640 637
650 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
651 648
652 tmp->set_owner (op); 649 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
654 651
655 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 654 tmp->map = op->map;
658 655
659 maptile *newmap; 656 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 681 check_bullet (tmp);
685 682
686 return 1; 683 return 1;
687} 684}
688
689
690
691 685
692/***************************************************************************** 686/*****************************************************************************
693 * 687 *
694 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
695 * 689 *
696 *****************************************************************************/ 690 *****************************************************************************/
697 691
698
699/* 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" */
700void 693void
701cone_drop (object *op) 694cone_drop (object *op)
702{ 695{
703 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
715/* 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 */
716 709
717void 710void
718move_cone (object *op) 711move_cone (object *op)
719{ 712{
720 int i;
721
722 /* 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 */
723 if (!op->map) 714 if (!op->map)
724 { 715 {
725 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");
726 op->set_speed (0); 717 op->set_speed (0);
746 } 737 }
747#endif 738#endif
748 739
749 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
750 741
742 if (!op->is_on_map ())
743 return;
744
751 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
753 * degree. 747 * degree.
754 */ 748 */
755 if (op->weight) 749 if (op->weight)
750 {
756 check_spell_knockback (op); 751 check_spell_knockback (op);
757 752
758 if (op->destroyed ()) 753 if (!op->is_on_map ())
759 return; 754 return;
755 }
760 756
761 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
762 { 758 {
763 op->destroy (); 759 op->destroy ();
764 return; 760 return;
765 } 761 }
766 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
771 { 767 {
772 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
773 return; 769 return;
774 } 770 }
775 771
776 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
777 { 773 {
778 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)];
779 775
780 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))
781 { 777 {
828 824
829 /* 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
830 * 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
831 * insert it into is blocked. 827 * insert it into is blocked.
832 */ 828 */
833 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
834 830
835 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
836 { 832 {
837 sint16 x, y, d; 833 sint16 x, y, d;
838 834
873 869
874 success = 1; 870 success = 1;
875 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 872 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
880 876
881 /* holy word stuff */ 877 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
917 else 913 else
918 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
919 } 915 }
920 916
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
922 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);
923 919
924 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
925 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);
926 922
927 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
928 924
929 /* 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
930 * a single space too many times. 926 * a single space too many times.
942 * 938 *
943 * BOMB related code 939 * BOMB related code
944 * 940 *
945 ****************************************************************************/ 941 ****************************************************************************/
946 942
947
948/* This handles an exploding bomb. 943/* This handles an exploding bomb.
949 * op is the original bomb object. 944 * op is the original bomb object.
950 */ 945 */
951void 946void
952animate_bomb (object *op) 947animate_bomb (object *op)
953{ 948{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 950 return;
959 951
960 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
961 953
962 if (op->env) 954 if (op->env)
963 { 955 {
964 if (env->map == NULL) 956 if (env->map == NULL)
965 return; 957 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 958
970 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
971 return; 960 return;
972 } 961 }
973 962
984 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 974 * so just set up the appropriate values.
986 */ 975 */
987 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
988 { 977 {
989 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
990 { 979 {
991 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]))
992 continue; 981 continue;
993 982
994 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
995 tmp->direction = i; 984 tmp->direction = i;
996 tmp->range = op->range; 985 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 987 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1013} 1002}
1014 1003
1015int 1004int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1006{
1018
1019 object *tmp; 1007 object *tmp;
1020 int mflags; 1008 int mflags;
1021 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];
1022 maptile *m; 1010 maptile *m;
1023 1011
1024 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 {
1025 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))
1026 { 1021 {
1027 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.");
1028 return 0; 1023 return 0;
1024 }
1029 } 1025 }
1026
1030 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1031 1028
1032 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 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);
1055 * dir is the direction to look in. 1052 * dir is the direction to look in.
1056 * range is how far out to look. 1053 * range is how far out to look.
1057 * 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.
1058 * this info is used for blocked magic/unholy spaces. 1055 * this info is used for blocked magic/unholy spaces.
1059 */ 1056 */
1060
1061object * 1057object *
1062get_pointed_target (object *op, int dir, int range, int type) 1058get_pointed_target (object *op, int dir, int range, int type)
1063{ 1059{
1064 object *target; 1060 object *target;
1065 sint16 x, y; 1061 sint16 x, y;
1084 return NULL; 1080 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1081 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1082 return NULL;
1087 1083
1088 if (mflags & P_IS_ALIVE) 1084 if (mflags & P_IS_ALIVE)
1089 {
1090 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)
1091 { 1086 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1087 return target;
1095 }
1096 }
1097 }
1098 } 1088 }
1089
1099 return NULL; 1090 return NULL;
1100} 1091}
1101
1102 1092
1103/* cast_smite_arch() - the priest points to a creature and causes 1093/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1094 * a 'godly curse' to decend.
1105 * usual params - 1095 * usual params -
1106 * op = player 1096 * op = player
1107 * caster = object casting the spell. 1097 * caster = object casting the spell.
1108 * dir = direction being cast 1098 * dir = direction being cast
1109 * spell = spell object 1099 * spell = spell object
1110 */ 1100 */
1111
1112int 1101int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1103{
1115 object *effect, *target; 1104 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1140 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1141 else 1130 else
1142 return 0; 1131 return 0;
1143 1132
1144 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1137 {
1149 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1150 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));
1194 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1195 1184
1196 return 1; 1185 return 1;
1197} 1186}
1198 1187
1199
1200/**************************************************************************** 1188/****************************************************************************
1201 * 1189 *
1202 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1203 * 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
1204 * code here is just to move the missile. 1192 * code here is just to move the missile.
1206 1194
1207/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1208void 1196void
1209move_missile (object *op) 1197move_missile (object *op)
1210{ 1198{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1217 { 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 {
1218 op->destroy (); 1210 op->destroy ();
1219 return; 1211 return;
1220 } 1212 }
1221 1213
1222 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1215
1234 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1217 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1243 * 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.
1244 */ 1221 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1222 op->destroy ();
1256 return; 1223 return;
1257 } 1224 }
1258 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1259 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);
1260 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1261 { 1234 {
1262 op->direction = i; 1235 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1264 } 1237 }
1265 1238
1266 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1267} 1240}
1268 1241
1269/**************************************************************************** 1242/****************************************************************************
1270 * Destruction 1243 * Destruction
1271 ****************************************************************************/ 1244 ****************************************************************************/
1274 * 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
1275 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1278 */ 1251 */
1279
1280int 1252int
1281make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1282{ 1254{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1257 return 0;
1288 1258
1289 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1261 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1302 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1304 1268
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1269 return 1;
1311} 1270}
1312
1313
1314
1315 1271
1316int 1272int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1274{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1275 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1296 else if (caster->skill)
1341 op->skill = caster->skill; 1297 op->skill = caster->skill;
1342 else 1298 else
1343 op->skill = NULL; 1299 op->skill = NULL;
1344 1300
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1346 1302
1347 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1348 { 1304 {
1349 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1350 { 1306 {
1351 m = op->map; 1307 m = op->map;
1352 sx = op->x + i; 1308 sx = op->x + i;
1353 sy = op->y + j; 1309 sy = op->y + j;
1354 1310
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1328 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1330 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1376 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1377 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);
1378 } 1335 }
1379 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)
1380 { 1337 {
1408 { 1365 {
1409 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.");
1410 return 0; 1367 return 0;
1411 } 1368 }
1412 1369
1370 tmp = tmp->head_ ();
1371
1413 /* 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. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1373 for (force = tmp->inv; force; force = force->below)
1415 { 1374 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1375 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1376 {
1418 if (force->name == spell_ob->name) 1377 if (force->name == spell_ob->name)
1419 { 1378 {
1425 return 0; 1384 return 0;
1426 } 1385 }
1427 } 1386 }
1428 } 1387 }
1429 1388
1430 if (force == NULL) 1389 if (!force)
1431 { 1390 {
1432 force = get_archetype (FORCE_NAME); 1391 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1392 force->subtype = FORCE_CHANGE_ABILITY;
1393
1434 if (spell_ob->race) 1394 if (spell_ob->race)
1435 force->name = spell_ob->race; 1395 force->name = spell_ob->race;
1436 else 1396 else
1437 force->name = spell_ob->name; 1397 force->name = spell_ob->name;
1438 1398
1448 { 1408 {
1449 force->duration = duration; 1409 force->duration = duration;
1450 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.");
1451 } 1411 }
1452 else 1412 else
1453 {
1454 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.");
1455 } 1414
1456 return 1; 1415 return 1;
1457 } 1416 }
1417
1458 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;
1459 force->speed = 1.0; 1419 force->speed = 1.f;
1460 force->speed_left = -1.0; 1420 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1421 SET_FLAG (force, FLAG_APPLIED);
1462 1422
1463 if (god) 1423 if (god)
1464 { 1424 {
1465 if (spell_ob->last_grace) 1425 if (spell_ob->last_grace)
1505 1465
1506 /* 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
1507 * doing it over and over again. 1467 * doing it over and over again.
1508 */ 1468 */
1509 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1510 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1511 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1512 1472
1513 /* 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_...
1514 * 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
1515 * won't ever match anything. 1475 * won't ever match anything.
1537 /* 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 */
1538 if (!(mflags & P_IS_ALIVE)) 1498 if (!(mflags & P_IS_ALIVE))
1539 continue; 1499 continue;
1540 1500
1541 // players can only affect spaces that they can actually see 1501 // players can only affect spaces that they can actually see
1502 if (caster
1542 if (caster && caster->contr 1503 && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70) 1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1544 continue; 1505 continue;
1545 1506
1546 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)
1547 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1508 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1548 break; 1509 break;
1585 at -= level / 5; 1546 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1587 continue; 1548 continue;
1588 } 1549 }
1589 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 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 */
1603 if (head->level > level) 1564 if (head->level > level)
1604 continue; 1565 continue;
1566
1605 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))))
1606 /* Failed, no effect */ 1568 /* Failed, no effect */
1607 continue; 1569 continue;
1608 } 1570 }
1609 1571
1611 1573
1612 /* aggravation */ 1574 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1576 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1578 remove_friendly_object (head);
1618
1619 done_one = 1; 1579 done_one = 1;
1620 head->enemy = op; 1580 head->enemy = op;
1621 } 1581 }
1622 1582
1623 /* calm monsters */ 1583 /* calm monsters */
1636 } 1596 }
1637 1597
1638 /* charm */ 1598 /* charm */
1639 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))
1640 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 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.
1643 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. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1645 head->set_owner (op); 1607 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1657 } /* for y */ 1619 } /* for y */
1658 1620
1659 return 1; 1621 return 1;
1660} 1622}
1661 1623
1662
1663/* 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
1664 * 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
1665 * lightning spell used it, that seemed misnamed. 1626 * lightning spell used it, that seemed misnamed.
1666 * op is the spell effect. 1627 * op is the spell effect.
1667 * note that duration is handled by process_object() in time.c 1628 * note that duration is handled by process_object() in time.c
1668 */ 1629 */
1669
1670void 1630void
1671move_ball_spell (object *op) 1631move_ball_spell (object *op)
1672{ 1632{
1673 int i, j, dam_save, dir, mflags; 1633 int i, j, dam_save, dir, mflags;
1674 sint16 nx, ny, hx, hy; 1634 sint16 nx, ny, hx, hy;
1693 for (i = 1; i < 9; i++) 1653 for (i = 1; i < 9; i++)
1694 { 1654 {
1695 /* i bit 0: alters sign of offset 1655 /* i bit 0: alters sign of offset
1696 * other bits (i / 2): absolute value of offset 1656 * other bits (i / 2): absolute value of offset
1697 */ 1657 */
1698
1699 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1658 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1700 int tmpdir = absdir (op->direction + offset); 1659 int tmpdir = absdir (op->direction + offset);
1701 1660
1702 nx = op->x + freearr_x[tmpdir]; 1661 nx = op->x + freearr_x[tmpdir];
1703 ny = op->y + freearr_y[tmpdir]; 1662 ny = op->y + freearr_y[tmpdir];
1705 { 1664 {
1706 dir = tmpdir; 1665 dir = tmpdir;
1707 break; 1666 break;
1708 } 1667 }
1709 } 1668 }
1669
1710 if (dir == 0) 1670 if (dir == 0)
1711 { 1671 {
1712 nx = op->x; 1672 nx = op->x;
1713 ny = op->y; 1673 ny = op->y;
1714 m = op->map; 1674 m = op->map;
1723 * if this has an other_arch field, we insert that in 1683 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1684 * the surround spaces.
1725 */ 1685 */
1726 for (j = 0; j < 9; j++) 1686 for (j = 0; j < 9; j++)
1727 { 1687 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1688 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1689 hy = ny + freearr_y[j];
1732 1690
1733 m = op->map; 1691 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1692 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1742 1700
1743 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)))
1744 { 1702 {
1745 if (j) 1703 if (j)
1746 op->stats.dam = dam_save / 2; 1704 op->stats.dam = dam_save / 2;
1705
1747 hit_map (op, j, op->attacktype, 1); 1706 hit_map (op, j, op->attacktype, 1);
1748
1749 } 1707 }
1750 1708
1751 /* insert the other arch */ 1709 /* insert the other arch */
1752 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))))
1753 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1711 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1767 1725
1768 op->direction = i; 1726 op->direction = i;
1769 } 1727 }
1770} 1728}
1771 1729
1772
1773/* move_swarm_spell: peterm 1730/* move_swarm_spell: peterm
1774 * 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
1775 * 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
1776 * 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
1777 * 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
1778 * 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.
1779 */ 1736 */
1780
1781void 1737void
1782move_swarm_spell (object *op) 1738move_swarm_spell (object *op)
1783{ 1739{
1784#if 0 1740#if 0
1785 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 };
1786 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 };
1787 sint16 target_x, target_y, origin_x, origin_y; 1743 sint16 target_x, target_y, origin_x, origin_y;
1788 int adjustdir; 1744 int adjustdir;
1789 maptile *m; 1745 maptile *m;
1790#endif 1746#endif
1791 int basedir;
1792 object *owner; 1747 object *owner = op->env;
1793 1748
1794 owner = op->owner; 1749 if (!owner) // MUST not happen, remove when true TODO
1795 if (op->duration == 0 || owner == NULL)
1796 { 1750 {
1751 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1797 op->destroy (); 1752 op->destroy ();
1798 return; 1753 return;
1799 } 1754 }
1800 1755
1756 if (!op->duration || !owner->is_on_map ())
1757 {
1758 op->drop_and_destroy ();
1759 return;
1760 }
1761
1801 op->duration--; 1762 op->duration--;
1802 1763
1803 basedir = op->direction; 1764 int basedir = op->direction;
1804 if (basedir == 0) 1765 if (!basedir)
1805 { 1766 {
1806 /* spray in all directions! 8) */ 1767 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8); 1768 op->facing = (op->facing + op->state) & 7;
1769 basedir = op->facing + 1;
1808 } 1770 }
1809 1771
1810#if 0 1772#if 0
1811 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1813 // 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
1814 // space. 1776 // space.
1815 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1816 // (schmorp) 1778 // (schmorp)
1817 1779
1818 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1819 * more uniform 1781 * more uniform
1820 */ 1782 */
1873 { 1835 {
1874 /* 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 */
1875 if (op->spell->subtype == SP_BULLET) 1837 if (op->spell->subtype == SP_BULLET)
1876 fire_bullet (owner, op, basedir, op->spell); 1838 fire_bullet (owner, op, basedir, op->spell);
1877 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1839 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878 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);
1879 } 1841 }
1880} 1842}
1881
1882
1883
1884 1843
1885/* fire_swarm: 1844/* fire_swarm:
1886 * The following routine creates a swarm of objects. It actually 1845 * The following routine creates a swarm of objects. It actually
1887 * sets up a specific swarm object, which then fires off all 1846 * sets up a specific swarm object, which then fires off all
1888 * the parts of the swarm. 1847 * the parts of the swarm.
1891 * caster: the caster (owner, wand, rod, scroll) 1850 * caster: the caster (owner, wand, rod, scroll)
1892 * dir: the direction everything will be fired in 1851 * dir: the direction everything will be fired in
1893 * spell - the spell that is this spell. 1852 * spell - the spell that is this spell.
1894 * n: the number to be fired. 1853 * n: the number to be fired.
1895 */ 1854 */
1896
1897int 1855int
1898fire_swarm (object *op, object *caster, object *spell, int dir) 1856fire_swarm (object *op, object *caster, object *spell, int dir)
1899{ 1857{
1900 object *tmp;
1901 int i;
1902
1903 if (!spell->other_arch) 1858 if (!spell->other_arch)
1904 return 0; 1859 return 0;
1905 1860
1906 tmp = get_archetype (SWARM_SPELL); 1861 object *tmp = archetype::get (SWARM_SPELL);
1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1862
1908 set_spell_skill (op, caster, spell, tmp); 1863 set_spell_skill (op, caster, spell, tmp);
1909
1910 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. */
1911 tmp->spell = arch_to_object (spell->other_arch); 1865 tmp->spell = spell->other_arch->instance ();
1912
1913 tmp->attacktype = tmp->spell->attacktype; 1866 tmp->attacktype = tmp->spell->attacktype;
1914 1867
1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1868 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 if (!tailor_god_spell (tmp, op)) 1869 if (!tailor_god_spell (tmp, op))
1917 return 1; 1870 return 1;
1918 1871
1919 tmp->duration = SP_level_duration_adjust (caster, spell); 1872 tmp->duration = SP_level_duration_adjust (caster, spell);
1920 for (i = 0; i < spell->duration; i++) 1873 for (int i = 0; i < spell->duration; i++)
1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1874 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922 1875
1876 tmp->invisible = 1;
1877 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1923 tmp->direction = dir; 1878 tmp->direction = dir;
1924 tmp->invisible = 1; 1879 tmp->facing = rndm (1, 8); // initial firing direction
1880 tmp->state = rndm (4) * 2 + 1; // direction increment
1925 1881
1926 tmp->insert_at (op, op); 1882 op->insert (tmp);
1883
1927 return 1; 1884 return 1;
1928} 1885}
1929
1930 1886
1931/* See the spells documentation file for why this is its own 1887/* See the spells documentation file for why this is its own
1932 * function. 1888 * function.
1933 */ 1889 */
1934int 1890int
1939 int dam, mflags; 1895 int dam, mflags;
1940 maptile *m; 1896 maptile *m;
1941 1897
1942 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1898 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1943 1899
1944 if (!dir) 1900 if (dir)
1945 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1947 return 0;
1948 } 1901 {
1949
1950 x = op->x + freearr_x[dir]; 1902 x = op->x + freearr_x[dir];
1951 y = op->y + freearr_y[dir]; 1903 y = op->y + freearr_y[dir];
1952 m = op->map; 1904 m = op->map;
1953 1905
1954 mflags = get_map_flags (m, &m, x, y, &x, &y); 1906 mflags = get_map_flags (m, &m, x, y, &x, &y);
1955 1907
1956 if (mflags & P_OUT_OF_MAP) 1908 if (mflags & P_OUT_OF_MAP)
1957 { 1909 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1910 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1959 return 0; 1911 return 0;
1960 } 1912 }
1961 1913
1962 if (mflags & P_IS_ALIVE && spell->attacktype) 1914 if (mflags & P_IS_ALIVE && spell->attacktype)
1963 { 1915 {
1964 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)
1965 if (QUERY_FLAG (target, FLAG_MONSTER)) 1917 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 { 1918 {
1967 /* oky doky. got a target monster. Lets make a blinding attack */ 1919 /* oky doky. got a target monster. Lets make a blinding attack */
1968 if (target->head) 1920 if (target->head)
1969 target = target->head; 1921 target = target->head;
1922
1970 (void) hit_player (target, dam, op, spell->attacktype, 1); 1923 hit_player (target, dam, op, spell->attacktype, 1);
1971 return 1; /* one success only! */ 1924 return 1; /* one success only! */
1925 }
1972 } 1926 }
1973 }
1974 1927
1975 /* no live target, perhaps a wall is in the way? */ 1928 /* no live target, perhaps a wall is in the way? */
1976 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)))
1977 { 1930 {
1978 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.");
1979 return 0; 1932 return 0;
1933 }
1980 } 1934 }
1981 1935
1982 /* 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 */
1983 tmp = arch_to_object (spell->other_arch); 1937 tmp = arch_to_object (spell->other_arch);
1984 if (!tmp) 1938 if (!tmp)
1985 { 1939 {
1986 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1987 return 0; 1941 return 0;
1988 } 1942 }
1943
1989 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945
1990 if (tmp->glow_radius) 1946 if (tmp->glow_radius)
1991 {
1992 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));
1993 if (tmp->glow_radius > MAX_LIGHT_RADII)
1994 tmp->glow_radius = MAX_LIGHT_RADII;
1995 }
1996 1948
1949 if (dir)
1997 m->insert (tmp, x, y, op); 1950 m->insert (tmp, x, y, op);
1951 else
1952 caster->outer_env ()->insert (tmp);
1953
1998 return 1; 1954 return 1;
1999} 1955}
2000
2001
2002
2003 1956
2004/* cast_cause_disease: this spell looks along <dir> from the 1957/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1958 * player and infects someone.
2006 * 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
2007 * 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
2008 * perhaps this should actually be in disease.c? 1961 * perhaps this should actually be in disease.c?
2009 */ 1962 */
2010
2011int 1963int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1964cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1965{
2014 sint16 x, y; 1966 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1967 int i, mflags, range, dam_mod, dur_mod;
2022 /* 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
2023 * direction the player is pointing. 1975 * direction the player is pointing.
2024 */ 1976 */
2025 if (!dir) 1977 if (!dir)
2026 dir = op->facing; 1978 dir = op->facing;
1979
2027 if (!dir) 1980 if (!dir)
2028 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 */
2029 1982
2030 /* Calculate these once here */ 1983 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1984 range = spell->range + SP_level_range_adjust (caster, spell);
2058 object *disease = arch_to_object (spell->other_arch); 2011 object *disease = arch_to_object (spell->other_arch);
2059 2012
2060 disease->set_owner (op); 2013 disease->set_owner (op);
2061 set_spell_skill (op, caster, spell, disease); 2014 set_spell_skill (op, caster, spell, disease);
2062 disease->stats.exp = 0; 2015 disease->stats.exp = 0;
2063 disease->level = caster_level (caster, spell); 2016 disease->level = casting_level (caster, spell);
2064 2017
2065 /* do level adjustments */ 2018 /* do level adjustments */
2066 if (disease->stats.wc) 2019 if (disease->stats.wc)
2067 disease->stats.wc += dur_mod / 2; 2020 disease->stats.wc += dur_mod / 2;
2068 2021
2069 if (disease->magic > 0) 2022 if (disease->magic > 0)
2070 disease->magic += dur_mod / 4; 2023 disease->magic += dur_mod / 8;
2071 2024
2072 if (disease->stats.maxhp > 0) 2025 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod; 2026 disease->stats.maxhp += dur_mod;
2074 2027
2075 if (disease->stats.maxgrace > 0) 2028 if (disease->stats.maxgrace > 0)
2110 if (disease->stats.sp) 2063 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2064 disease->stats.sp -= dam_mod;
2112 2065
2113 if (infect_object (walk, disease, 1)) 2066 if (infect_object (walk, disease, 1))
2114 { 2067 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 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);
2118 2069
2119 disease->destroy (); /* don't need this one anymore */ 2070 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2072 return 1;
2122 } 2073 }
2123 2074
2124 disease->destroy (); 2075 disease->destroy ();
2125 } 2076 }

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