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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.67 by root, Mon Sep 29 10:32:50 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 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);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 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);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
707/* 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 */
708 709
709void 710void
710move_cone (object *op) 711move_cone (object *op)
711{ 712{
712 int i;
713
714 /* 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 */
715 if (!op->map) 714 if (!op->map)
716 { 715 {
717 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");
718 op->set_speed (0); 717 op->set_speed (0);
748 check_spell_knockback (op); 747 check_spell_knockback (op);
749 748
750 if (op->destroyed ()) 749 if (op->destroyed ())
751 return; 750 return;
752 751
753 if ((op->duration--) < 0) 752 if (op->duration-- < 0)
754 { 753 {
755 op->destroy (); 754 op->destroy ();
756 return; 755 return;
757 } 756 }
758 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
763 { 762 {
764 op->range = 0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
765 return; 764 return;
766 } 765 }
767 766
768 for (i = -1; i < 2; i++) 767 for (int i = -1; i <= 1; i++)
769 { 768 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 770
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 772 {
820 819
821 /* Need to know what the movetype of the object we are about 820 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 821 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 822 * insert it into is blocked.
824 */ 823 */
825 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
826 825
827 for (i = range_min; i <= range_max; i++) 826 for (i = range_min; i <= range_max; i++)
828 { 827 {
829 sint16 x, y, d; 828 sint16 x, y, d;
830 829
865 864
866 success = 1; 865 success = 1;
867 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 867 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
872 871
873 /* holy word stuff */ 872 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
909 else 908 else
910 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
911 } 910 }
912 911
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 914
916 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 917
919 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
920 919
921 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 921 * a single space too many times.
934 * 933 *
935 * BOMB related code 934 * BOMB related code
936 * 935 *
937 ****************************************************************************/ 936 ****************************************************************************/
938 937
939
940/* This handles an exploding bomb. 938/* This handles an exploding bomb.
941 * op is the original bomb object. 939 * op is the original bomb object.
942 */ 940 */
943void 941void
944animate_bomb (object *op) 942animate_bomb (object *op)
945{ 943{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 945 return;
951 946
952 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
953 948
954 if (op->env) 949 if (op->env)
955 { 950 {
956 if (env->map == NULL) 951 if (env->map == NULL)
957 return; 952 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 953
962 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
963 return; 955 return;
964 } 956 }
965 957
976 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 969 * so just set up the appropriate values.
978 */ 970 */
979 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
980 { 972 {
981 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
982 { 974 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 976 continue;
985 977
986 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
987 tmp->direction = i; 979 tmp->direction = i;
988 tmp->range = op->range; 980 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 982 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1005} 997}
1006 998
1007int 999int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1001{
1010
1011 object *tmp; 1002 object *tmp;
1012 int mflags; 1003 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1005 maptile *m;
1015 1006
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1009 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1011 return 0;
1021 } 1012 }
1013
1022 tmp = arch_to_object (spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
1023 1015
1024 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1039 * dir is the direction to look in.
1048 * range is how far out to look. 1040 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1051 */ 1043 */
1052
1053object * 1044object *
1054get_pointed_target (object *op, int dir, int range, int type) 1045get_pointed_target (object *op, int dir, int range, int type)
1055{ 1046{
1056 object *target; 1047 object *target;
1057 sint16 x, y; 1048 sint16 x, y;
1076 return NULL; 1067 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1069 return NULL;
1079 1070
1080 if (mflags & P_IS_ALIVE) 1071 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1072 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1073 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1074 return target;
1087 }
1088 }
1089 }
1090 } 1075 }
1076
1091 return NULL; 1077 return NULL;
1092} 1078}
1093
1094 1079
1095/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1097 * usual params - 1082 * usual params -
1098 * op = player 1083 * op = player
1099 * caster = object casting the spell. 1084 * caster = object casting the spell.
1100 * dir = direction being cast 1085 * dir = direction being cast
1101 * spell = spell object 1086 * spell = spell object
1102 */ 1087 */
1103
1104int 1088int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1090{
1107 object *effect, *target; 1091 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1092 object *god = find_god (determine_god (op));
1132 effect = arch_to_object (spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1133 else 1117 else
1134 return 0; 1118 return 0;
1135 1119
1136 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1124 {
1141 if (tailor_god_spell (effect, op)) 1125 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1186 effect->insert_at (target, op); 1170 effect->insert_at (target, op);
1187 1171
1188 return 1; 1172 return 1;
1189} 1173}
1190 1174
1191
1192/**************************************************************************** 1175/****************************************************************************
1193 * 1176 *
1194 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1178 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1179 * code here is just to move the missile.
1198 1181
1199/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1200void 1183void
1201move_missile (object *op) 1184move_missile (object *op)
1202{ 1185{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1186 if (op->range-- <= 0)
1209 { 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1191
1192 mapxy pos (op);
1193 pos.move (op->direction);
1194
1195 if (!pos.normalise ())
1196 {
1210 op->destroy (); 1197 op->destroy ();
1211 return; 1198 return;
1212 } 1199 }
1213 1200
1214 owner = op->owner; 1201 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1202
1226 new_x = op->x + DIRX (op); 1203 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1204 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1207 * we need to remove it if someone hasn't already done so.
1236 */ 1208 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1209 op->destroy ();
1248 return; 1210 return;
1249 } 1211 }
1250 1212
1213 if (!op->direction)
1214 {
1215 op->destroy ();
1216 return;
1217 }
1218
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1220 if (i > 0 && i != op->direction)
1253 { 1221 {
1254 op->direction = i; 1222 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1256 } 1224 }
1257 1225
1258 m->insert (op, new_x, new_y, op); 1226 pos.insert (op, op);
1259} 1227}
1260 1228
1261/**************************************************************************** 1229/****************************************************************************
1262 * Destruction 1230 * Destruction
1263 ****************************************************************************/ 1231 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1234 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1270 */ 1238 */
1271
1272int 1239int
1273make_object_glow (object *op, int radius, int time) 1240make_object_glow (object *op, int radius, int time)
1274{ 1241{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1244 return 0;
1280 1245
1281 tmp = get_archetype (FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1248 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1250 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1253
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1294 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1296 1258
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1259 return 1;
1303} 1260}
1304
1305
1306
1307 1261
1308int 1262int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1263cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1264{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1286 else if (caster->skill)
1333 op->skill = caster->skill; 1287 op->skill = caster->skill;
1334 else 1288 else
1335 op->skill = NULL; 1289 op->skill = NULL;
1336 1290
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1338 1292
1339 for (i = -range; i < range; i++) 1293 for (i = -range; i <= range; i++)
1340 { 1294 {
1341 for (j = -range; j < range; j++) 1295 for (j = -range; j <= range; j++)
1342 { 1296 {
1343 m = op->map; 1297 m = op->map;
1344 sx = op->x + i; 1298 sx = op->x + i;
1345 sy = op->y + j; 1299 sy = op->y + j;
1346 1300
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1318 {
1365 if (spell_ob->subtype == SP_DESTRUCTION) 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1366 { 1320 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1368 if (spell_ob->other_arch) 1323 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1370 } 1325 }
1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1372 { 1327 {
1400 { 1355 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1357 return 0;
1403 } 1358 }
1404 1359
1360 tmp = tmp->head_ ();
1361
1405 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1407 { 1364 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1366 {
1410 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1411 { 1368 {
1417 return 0; 1374 return 0;
1418 } 1375 }
1419 } 1376 }
1420 } 1377 }
1421 1378
1422 if (force == NULL) 1379 if (!force)
1423 { 1380 {
1424 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1426 if (spell_ob->race) 1384 if (spell_ob->race)
1427 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1428 else 1386 else
1429 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1430 1388
1440 { 1398 {
1441 force->duration = duration; 1399 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1401 }
1444 else 1402 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1404
1448 return 1; 1405 return 1;
1449 } 1406 }
1407
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.0; 1409 force->speed = 1.f;
1452 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1454 1412
1455 if (god) 1413 if (god)
1456 { 1414 {
1457 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1497 1455
1498 /* We precompute some values here so that we don't have to keep 1456 /* We precompute some values here so that we don't have to keep
1499 * doing it over and over again. 1457 * doing it over and over again.
1500 */ 1458 */
1501 god = find_god (determine_god (op)); 1459 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1460 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1462
1505 /* On the bright side, no monster should ever have a race of GOD_... 1463 /* On the bright side, no monster should ever have a race of GOD_...
1506 * so even if the player doesn't worship a god, if race=GOD_.., it 1464 * so even if the player doesn't worship a god, if race=GOD_.., it
1507 * won't ever match anything. 1465 * won't ever match anything.
1577 at -= level / 5; 1535 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1536 if (did_make_save (head, head->level, at))
1579 continue; 1537 continue;
1580 } 1538 }
1581 else /* spell->attacktype */ 1539 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1540 {
1541 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545
1546 The chance will then be in the range [20-70] percent, not too bad.
1547
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster...
1550
1551 Ryo, august 14th
1552 */
1595 if (head->level > level) 1553 if (head->level > level)
1596 continue; 1554 continue;
1555
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1557 /* Failed, no effect */
1599 continue; 1558 continue;
1600 } 1559 }
1601 1560
1626 } 1585 }
1627 1586
1628 /* charm */ 1587 /* charm */
1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1630 { 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 Typical use case is charm, go somwhere, use aggravation to make hostile. 1593 Typical use case is charm, go somwhere, use aggravation to make hostile.
1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1596 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1654 * about. was called move_ball_lightning, but since more than the ball 1615 * about. was called move_ball_lightning, but since more than the ball
1655 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1656 * op is the spell effect. 1617 * op is the spell effect.
1657 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1658 */ 1619 */
1659
1660void 1620void
1661move_ball_spell (object *op) 1621move_ball_spell (object *op)
1662{ 1622{
1663 int i, j, dam_save, dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1664 sint16 nx, ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1730 1690
1731 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1691 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1732 { 1692 {
1733 if (j) 1693 if (j)
1734 op->stats.dam = dam_save / 2; 1694 op->stats.dam = dam_save / 2;
1695
1735 hit_map (op, j, op->attacktype, 1); 1696 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1697 }
1738 1698
1739 /* insert the other arch */ 1699 /* insert the other arch */
1740 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1755 1715
1756 op->direction = i; 1716 op->direction = i;
1757 } 1717 }
1758} 1718}
1759 1719
1760
1761/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1762 * This is an implementation of the swarm spell. It was written for 1721 * This is an implementation of the swarm spell. It was written for
1763 * meteor swarm, but it could be used for any swarm. A swarm spell 1722 * meteor swarm, but it could be used for any swarm. A swarm spell
1764 * is a special type of object that casts swarms of other types 1723 * is a special type of object that casts swarms of other types
1765 * of spells. Which spell it casts is flexible. It fires the spells 1724 * of spells. Which spell it casts is flexible. It fires the spells
1766 * from a set of squares surrounding the caster, in a given direction. 1725 * from a set of squares surrounding the caster, in a given direction.
1767 */ 1726 */
1768
1769void 1727void
1770move_swarm_spell (object *op) 1728move_swarm_spell (object *op)
1771{ 1729{
1772#if 0 1730#if 0
1773 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1731 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1774 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1732 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1733 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1734 int adjustdir;
1777 maptile *m; 1735 maptile *m;
1778#endif 1736#endif
1779 int basedir;
1780 object *owner; 1737 object *owner = op->env;
1781 1738
1782 owner = op->owner; 1739 if (!owner) // MUST not happen, remove when true TODO
1783 if (op->duration == 0 || owner == NULL)
1784 { 1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1785 op->destroy (); 1742 op->destroy ();
1786 return; 1743 return;
1787 } 1744 }
1788 1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1749 return;
1750 }
1751
1789 op->duration--; 1752 op->duration--;
1790 1753
1791 basedir = op->direction; 1754 int basedir = op->direction;
1792 if (basedir == 0) 1755 if (!basedir)
1793 { 1756 {
1794 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1796 } 1760 }
1797 1761
1798#if 0 1762#if 0
1799 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1861 { 1825 {
1862 /* Bullet spells have a bunch more customization that needs to be done */ 1826 /* Bullet spells have a bunch more customization that needs to be done */
1863 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1830 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1867 } 1831 }
1868} 1832}
1869
1870
1871
1872 1833
1873/* fire_swarm: 1834/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1837 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1843 * n: the number to be fired.
1883 */ 1844 */
1884
1885int 1845int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1847{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1848 if (!spell->other_arch)
1892 return 0; 1849 return 0;
1893 1850
1894 tmp = get_archetype (SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1852
1896 set_spell_skill (op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1897
1898 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1854 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1902 1857
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1905 return 1; 1860 return 1;
1906 1861
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1865
1866 tmp->invisible = 1;
1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1911 tmp->direction = dir; 1868 tmp->direction = dir;
1912 tmp->invisible = 1; 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1871
1914 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1915 return 1; 1874 return 1;
1916} 1875}
1917
1918 1876
1919/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1920 * function. 1878 * function.
1921 */ 1879 */
1922int 1880int
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1954 { 1912 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1914 if (target->head)
1957 target = target->head; 1915 target = target->head;
1916
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1960 } 1919 }
1961 } 1920 }
1962 1921
1963 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1983 } 1942 }
1984 1943
1985 m->insert (tmp, x, y, op); 1944 m->insert (tmp, x, y, op);
1986 return 1; 1945 return 1;
1987} 1946}
1988
1989
1990
1991 1947
1992/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1949 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1950 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1951 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
1997 */ 1953 */
1998
1999int 1954int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1956{
2002 sint16 x, y; 1957 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1965 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1966 * direction the player is pointing.
2012 */ 1967 */
2013 if (!dir) 1968 if (!dir)
2014 dir = op->facing; 1969 dir = op->facing;
1970
2015 if (!dir) 1971 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1972 return 0; /* won't find anything if casting on ourself, so just return */
2017 1973
2018 /* Calculate these once here */ 1974 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
2046 object *disease = arch_to_object (spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
2047 2003
2048 disease->set_owner (op); 2004 disease->set_owner (op);
2049 set_spell_skill (op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
2050 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
2051 disease->level = caster_level (caster, spell); 2007 disease->level = casting_level (caster, spell);
2052 2008
2053 /* do level adjustments */ 2009 /* do level adjustments */
2054 if (disease->stats.wc) 2010 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 2011 disease->stats.wc += dur_mod / 2;
2056 2012
2057 if (disease->magic > 0) 2013 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 2014 disease->magic += dur_mod / 8;
2059 2015
2060 if (disease->stats.maxhp > 0) 2016 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
2062 2018
2063 if (disease->stats.maxgrace > 0) 2019 if (disease->stats.maxgrace > 0)
2101 if (infect_object (walk, disease, 1)) 2057 if (infect_object (walk, disease, 1))
2102 { 2058 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2060
2105 disease->destroy (); /* don't need this one anymore */ 2061 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2063 return 1;
2108 } 2064 }
2109 2065
2110 disease->destroy (); 2066 disease->destroy ();
2111 } 2067 }

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