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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.61 by root, Sun May 18 19:53:07 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 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))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
483 482
484 /* Prevent recursion */ 483 /* Prevent recursion */
485 op->move_on = 0; 484 op->move_on = 0;
486 485
487 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
488 /* remove the firebullet */ 489 /* remove the firebullet */
489 op->destroy (); 490 op->destroy ();
490} 491}
491 492
492/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 521 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 523 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 527 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 529 {
528 op->destroy (); 530 op->destroy ();
617 int mflags; 619 int mflags;
618 620
619 if (!spob->other_arch) 621 if (!spob->other_arch)
620 return 0; 622 return 0;
621 623
622 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 625 if (!tmp)
624 return 0; 626 return 0;
625 627
626 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 631 if (spob->slaying)
630 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
631 633
641 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
642 644
643 tmp->set_owner (op); 645 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
645 647
646 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 650 tmp->map = op->map;
649 651
650 maptile *newmap; 652 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 705
704void 706void
705move_cone (object *op) 707move_cone (object *op)
706{ 708{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 710 if (!op->map)
711 { 711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 713 op->set_speed (0);
758 { 758 {
759 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
760 return; 760 return;
761 } 761 }
762 762
763 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
764 { 764 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 766
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 768 {
935 * op is the original bomb object. 935 * op is the original bomb object.
936 */ 936 */
937void 937void
938animate_bomb (object *op) 938animate_bomb (object *op)
939{ 939{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 941 return;
945 942
946 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
947 944
948 if (op->env) 945 if (op->env)
949 { 946 {
950 if (env->map == NULL) 947 if (env->map == NULL)
951 return; 948 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 949
956 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
957 return; 951 return;
958 } 952 }
959 953
970 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 965 * so just set up the appropriate values.
972 */ 966 */
973 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
974 { 968 {
975 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
976 { 970 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 972 continue;
979 973
980 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
981 tmp->direction = i; 975 tmp->direction = i;
982 tmp->range = op->range; 976 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 978 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
999} 993}
1000 994
1001int 995int
1002create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 997{
1004
1005 object *tmp; 998 object *tmp;
1006 int mflags; 999 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1001 maptile *m;
1009 1002
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1005 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1007 return 0;
1015 } 1008 }
1009
1016 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1017 1011
1018 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1172 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1173 1167
1174 return 1; 1168 return 1;
1175} 1169}
1176 1170
1177
1178/**************************************************************************** 1171/****************************************************************************
1179 * 1172 *
1180 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1181 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1182 * code here is just to move the missile. 1175 * code here is just to move the missile.
1184 1177
1185/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1186void 1179void
1187move_missile (object *op) 1180move_missile (object *op)
1188{ 1181{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1195 { 1183 {
1196 op->destroy (); 1184 op->destroy ();
1197 return; 1185 return;
1198 } 1186 }
1199 1187
1200 owner = op->owner; 1188 mapxy pos (op);
1201#if 0 1189 pos.move (op->direction);
1202 /* It'd make things nastier if this wasn't here - spells cast by 1190
1203 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1204 */
1205 if (owner == NULL)
1206 { 1192 {
1207 op->destroy (); 1193 op->destroy ();
1208 return; 1194 return;
1209 } 1195 }
1210#endif
1211 1196
1212 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1213 new_y = op->y + DIRY (op);
1214 1198
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1200 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1221 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1222 */ 1204 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1205 op->destroy ();
1234 return; 1206 return;
1235 } 1207 }
1236 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1237 i = spell_find_dir (m, new_x, new_y, op->owner); 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1238 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1239 { 1217 {
1240 op->direction = i; 1218 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1242 } 1220 }
1243 1221
1244 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1245} 1223}
1246 1224
1247/**************************************************************************** 1225/****************************************************************************
1248 * Destruction 1226 * Destruction
1249 ****************************************************************************/ 1227 ****************************************************************************/
1306 else 1284 else
1307 op->skill = NULL; 1285 op->skill = NULL;
1308 1286
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1310 1288
1311 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1312 { 1290 {
1313 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1314 { 1292 {
1315 m = op->map; 1293 m = op->map;
1316 sx = op->x + i; 1294 sx = op->x + i;
1317 sy = op->y + j; 1295 sy = op->y + j;
1318 1296
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1314 {
1337 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1338 { 1316 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1340 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1342 } 1321 }
1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1344 { 1323 {
1372 { 1351 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0; 1353 return 0;
1375 } 1354 }
1376 1355
1356 tmp = tmp->head_ ();
1357
1377 /* If we've already got a force of this type, don't add a new one. */ 1358 /* If we've already got a force of this type, don't add a new one. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1379 { 1360 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1362 {
1382 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1383 { 1364 {
1389 return 0; 1370 return 0;
1390 } 1371 }
1391 } 1372 }
1392 } 1373 }
1393 1374
1394 if (force == NULL) 1375 if (!force)
1395 { 1376 {
1396 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1398 if (spell_ob->race) 1380 if (spell_ob->race)
1399 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1400 else 1382 else
1401 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1402 1384
1412 { 1394 {
1413 force->duration = duration; 1395 force->duration = duration;
1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 } 1397 }
1416 else 1398 else
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419 } 1400
1420 return 1; 1401 return 1;
1421 } 1402 }
1403
1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 force->speed = 1.f; 1405 force->speed = 1.f;
1424 force->speed_left = -1.f; 1406 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1426 1408
1599 } 1581 }
1600 1582
1601 /* charm */ 1583 /* charm */
1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 Typical use case is charm, go somwhere, use aggravation to make hostile.
1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1592 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1627 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1628 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1613 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1631 */ 1615 */
1632
1633void 1616void
1634move_ball_spell (object *op) 1617move_ball_spell (object *op)
1635{ 1618{
1636 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1703 1686
1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 { 1688 {
1706 if (j) 1689 if (j)
1707 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1708 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1693 }
1711 1694
1712 /* insert the other arch */ 1695 /* insert the other arch */
1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1728 1711
1729 op->direction = i; 1712 op->direction = i;
1730 } 1713 }
1731} 1714}
1732 1715
1733
1734/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1735 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1736 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1737 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1738 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1739 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1740 */ 1722 */
1741
1742void 1723void
1743move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1744{ 1725{
1745#if 0 1726#if 0
1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1730 int adjustdir;
1750 maptile *m; 1731 maptile *m;
1751#endif 1732#endif
1752 int basedir;
1753 object *owner; 1733 object *owner = op->env;
1754 1734
1755 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1738 op->destroy ();
1759 return; 1739 return;
1760 } 1740 }
1761 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1762 op->duration--; 1748 op->duration--;
1763 1749
1764 basedir = op->direction; 1750 int basedir = op->direction;
1765 if (basedir == 0) 1751 if (!basedir)
1766 { 1752 {
1767 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1769 } 1756 }
1770 1757
1771#if 0 1758#if 0
1772 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1834 { 1821 {
1835 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1836 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1840 } 1827 }
1841} 1828}
1842
1843
1844
1845 1829
1846/* fire_swarm: 1830/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1833 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1839 * n: the number to be fired.
1856 */ 1840 */
1857
1858int 1841int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1843{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1844 if (!spell->other_arch)
1865 return 0; 1845 return 0;
1866 1846
1867 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1869 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1870
1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1875 1853
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1878 return 1; 1856 return 1;
1879 1857
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1864 tmp->direction = dir;
1885 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1867
1887 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1888 return 1; 1870 return 1;
1889} 1871}
1890
1891 1872
1892/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1893 * function. 1874 * function.
1894 */ 1875 */
1895int 1876int
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1908 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1910 if (target->head)
1930 target = target->head; 1911 target = target->head;
1912
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1933 } 1915 }
1934 } 1916 }
1935 1917
1936 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1956 } 1938 }
1957 1939
1958 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1959 return 1; 1941 return 1;
1960} 1942}
1961
1962
1963
1964 1943
1965/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1945 * player and infects someone.
1967 * op is the player/monster, caster is the object, dir is the direction 1946 * op is the player/monster, caster is the object, dir is the direction
1968 * to cast, disease_arch is the specific disease, and type is the spell number 1947 * to cast, disease_arch is the specific disease, and type is the spell number
1969 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1970 */ 1949 */
1971
1972int 1950int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1952{
1975 sint16 x, y; 1953 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1983 /* If casting from a scroll, no direction will be available, so refer to the 1961 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing. 1962 * direction the player is pointing.
1985 */ 1963 */
1986 if (!dir) 1964 if (!dir)
1987 dir = op->facing; 1965 dir = op->facing;
1966
1988 if (!dir) 1967 if (!dir)
1989 return 0; /* won't find anything if casting on ourself, so just return */ 1968 return 0; /* won't find anything if casting on ourself, so just return */
1990 1969
1991 /* Calculate these once here */ 1970 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2026 /* do level adjustments */ 2005 /* do level adjustments */
2027 if (disease->stats.wc) 2006 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2029 2008
2030 if (disease->magic > 0) 2009 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2032 2011
2033 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2035 2014
2036 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)

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