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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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 */
158} 155}
159 156
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
162 */ 159 */
163
164void 160void
165move_bolt (object *op) 161move_bolt (object *op)
166{ 162{
167 int mflags; 163 int mflags;
168 sint16 x, y; 164 sint16 x, y;
251 tmp->duration++; 247 tmp->duration++;
252 248
253 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 250 * going off in other directions.
255 */ 251 */
256 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 254
261 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
263 */ 257 */
264 op->range = 0; 258 op->range = 0;
288 return 0; 282 return 0;
289 283
290 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
293 if (spob->slaying) 288 if (spob->slaying)
294 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
299 295
405 return; 401 return;
406 } 402 }
407 403
408 if (op->env) 404 if (op->env)
409 { 405 {
410 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 409 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 411 op->destroy ();
415 return; 412 return;
416 } 413 }
434 } 431 }
435 432
436 if (op->attacktype) 433 if (op->attacktype)
437 { 434 {
438 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
439 if (op->destroyed ()) 437 if (op->destroyed ())
440 return; 438 return;
441 } 439 }
442 440
443 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 520 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 522 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 526 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 528 {
530 op->destroy (); 529 op->destroy ();
619 int mflags; 618 int mflags;
620 619
621 if (!spob->other_arch) 620 if (!spob->other_arch)
622 return 0; 621 return 0;
623 622
624 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 624 if (!tmp)
626 return 0; 625 return 0;
627 626
628 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 630 if (spob->slaying)
632 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
633 632
643 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
644 643
645 tmp->set_owner (op); 644 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
647 646
648 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 649 tmp->map = op->map;
651 650
652 maptile *newmap; 651 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 704
706void 705void
707move_cone (object *op) 706move_cone (object *op)
708{ 707{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 709 if (!op->map)
713 { 710 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 712 op->set_speed (0);
760 { 757 {
761 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
762 return; 759 return;
763 } 760 }
764 761
765 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
766 { 763 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 765
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 767 {
937 * op is the original bomb object. 934 * op is the original bomb object.
938 */ 935 */
939void 936void
940animate_bomb (object *op) 937animate_bomb (object *op)
941{ 938{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 940 return;
947 941
948 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
949 943
950 if (op->env) 944 if (op->env)
951 { 945 {
952 if (env->map == NULL) 946 if (env->map == NULL)
953 return; 947 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 948
958 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
959 return; 950 return;
960 } 951 }
961 952
972 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 964 * so just set up the appropriate values.
974 */ 965 */
975 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
976 { 967 {
977 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
978 { 969 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 971 continue;
981 972
982 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
983 tmp->direction = i; 974 tmp->direction = i;
984 tmp->range = op->range; 975 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 977 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1001} 992}
1002 993
1003int 994int
1004create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 996{
1006
1007 object *tmp; 997 object *tmp;
1008 int mflags; 998 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1000 maptile *m;
1011 1001
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1004 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1006 return 0;
1017 } 1007 }
1008
1018 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1019 1010
1020 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1185 1176
1186/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1187void 1178void
1188move_missile (object *op) 1179move_missile (object *op)
1189{ 1180{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1196 { 1182 {
1197 op->destroy (); 1183 op->destroy ();
1198 return; 1184 return;
1199 } 1185 }
1200 1186
1201 owner = op->owner; 1187 mapxy pos (op);
1202#if 0 1188 pos.move (op->direction);
1203 /* It'd make things nastier if this wasn't here - spells cast by 1189
1204 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1205 */
1206 if (owner == NULL)
1207 { 1191 {
1208 op->destroy (); 1192 op->destroy ();
1209 return; 1193 return;
1210 } 1194 }
1211#endif
1212 1195
1213 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1197
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1199 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1223 */ 1203 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1204 op->destroy ();
1235 return; 1205 return;
1236 } 1206 }
1237 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1240 { 1216 {
1241 op->direction = i; 1217 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1243 } 1219 }
1244 1220
1245 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1246} 1222}
1247 1223
1248/**************************************************************************** 1224/****************************************************************************
1249 * Destruction 1225 * Destruction
1250 ****************************************************************************/ 1226 ****************************************************************************/
1307 else 1283 else
1308 op->skill = NULL; 1284 op->skill = NULL;
1309 1285
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1311 1287
1312 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1313 { 1289 {
1314 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1315 { 1291 {
1316 m = op->map; 1292 m = op->map;
1317 sx = op->x + i; 1293 sx = op->x + i;
1318 sy = op->y + j; 1294 sy = op->y + j;
1319 1295
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1313 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1315 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1341 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1343 } 1320 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1345 { 1322 {
1603 } 1580 }
1604 1581
1605 /* charm */ 1582 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1591 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1707 1686
1708 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)))
1709 { 1688 {
1710 if (j) 1689 if (j)
1711 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1712 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1693 }
1715 1694
1716 /* insert the other arch */ 1695 /* insert the other arch */
1717 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))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1732 1711
1733 op->direction = i; 1712 op->direction = i;
1734 } 1713 }
1735} 1714}
1736 1715
1737
1738/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1739 * 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
1740 * 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
1741 * 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
1742 * 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
1743 * 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.
1744 */ 1722 */
1745
1746void 1723void
1747move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1748{ 1725{
1749#if 0 1726#if 0
1750 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 };
1751 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 };
1752 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1730 int adjustdir;
1754 maptile *m; 1731 maptile *m;
1755#endif 1732#endif
1756 int basedir;
1757 object *owner; 1733 object *owner = op->env;
1758 1734
1759 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1760 if (op->duration == 0 || owner == NULL)
1761 { 1736 {
1762 op->destroy (); 1737 op->destroy ();
1763 return; 1738 return;
1764 } 1739 }
1765 1740
1766 op->duration--; 1741 op->duration--;
1767 1742
1768 basedir = op->direction; 1743 int basedir = op->direction;
1769 if (basedir == 0) 1744 if (!basedir)
1770 {
1771 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1773 }
1774 1747
1775#if 0 1748#if 0
1776 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1838 { 1811 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1817 }
1845} 1818}
1846
1847
1848
1849 1819
1850/* fire_swarm: 1820/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1823 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1829 * n: the number to be fired.
1860 */ 1830 */
1861
1862int 1831int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1833{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1834 if (!spell->other_arch)
1869 return 0; 1835 return 0;
1870 1836
1871 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1873 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1879 1842
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1882 return 1; 1845 return 1;
1883 1846
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1850
1888 tmp->direction = dir; 1851 tmp->direction = dir;
1889 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1855
1891 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1892 return 1; 1858 return 1;
1893} 1859}
1894
1895 1860
1896/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1897 * function. 1862 * function.
1898 */ 1863 */
1899int 1864int
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1896 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1898 if (target->head)
1934 target = target->head; 1899 target = target->head;
1900
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1937 } 1903 }
1938 } 1904 }
1939 1905
1940 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */

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