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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 1.64 by root, Mon Sep 29 06:32:09 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 */
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
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
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 */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 521 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 523 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 527 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 529 {
530 op->destroy (); 530 op->destroy ();
619 int mflags; 619 int mflags;
620 620
621 if (!spob->other_arch) 621 if (!spob->other_arch)
622 return 0; 622 return 0;
623 623
624 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 625 if (!tmp)
626 return 0; 626 return 0;
627 627
628 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 631 if (spob->slaying)
632 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
633 633
643 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
644 644
645 tmp->set_owner (op); 645 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
647 647
648 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 650 tmp->map = op->map;
651 651
652 maptile *newmap; 652 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
704/* 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 */
705 705
706void 706void
707move_cone (object *op) 707move_cone (object *op)
708{ 708{
709 int i;
710
711 /* 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 */
712 if (!op->map) 710 if (!op->map)
713 { 711 {
714 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");
715 op->set_speed (0); 713 op->set_speed (0);
745 check_spell_knockback (op); 743 check_spell_knockback (op);
746 744
747 if (op->destroyed ()) 745 if (op->destroyed ())
748 return; 746 return;
749 747
750 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
751 { 749 {
752 op->destroy (); 750 op->destroy ();
753 return; 751 return;
754 } 752 }
755 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
760 { 758 {
761 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
762 return; 760 return;
763 } 761 }
764 762
765 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
766 { 764 {
767 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)];
768 766
769 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))
770 { 768 {
862 860
863 success = 1; 861 success = 1;
864 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 863 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
869 867
870 /* holy word stuff */ 868 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 935 * op is the original bomb object.
938 */ 936 */
939void 937void
940animate_bomb (object *op) 938animate_bomb (object *op)
941{ 939{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 941 return;
947 942
948 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
949 944
950 if (op->env) 945 if (op->env)
951 { 946 {
952 if (env->map == NULL) 947 if (env->map == NULL)
953 return; 948 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 949
958 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
959 return; 951 return;
960 } 952 }
961 953
972 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 965 * so just set up the appropriate values.
974 */ 966 */
975 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
976 { 968 {
977 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
978 { 970 {
979 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]))
980 continue; 972 continue;
981 973
982 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
983 tmp->direction = i; 975 tmp->direction = i;
984 tmp->range = op->range; 976 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 978 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1001} 993}
1002 994
1003int 995int
1004create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 997{
1006
1007 object *tmp; 998 object *tmp;
1008 int mflags; 999 int mflags;
1009 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];
1010 maptile *m; 1001 maptile *m;
1011 1002
1013 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))
1014 { 1005 {
1015 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.");
1016 return 0; 1007 return 0;
1017 } 1008 }
1009
1018 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1019 1011
1020 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1120 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1121 else 1113 else
1122 return 0; 1114 return 0;
1123 1115
1124 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1120 {
1129 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1185 1177
1186/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1187void 1179void
1188move_missile (object *op) 1180move_missile (object *op)
1189{ 1181{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1196 { 1183 {
1197 op->destroy (); 1184 op->destroy ();
1198 return; 1185 return;
1199 } 1186 }
1200 1187
1201 owner = op->owner; 1188 mapxy pos (op);
1202#if 0 1189 pos.move (op->direction);
1203 /* It'd make things nastier if this wasn't here - spells cast by 1190
1204 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1205 */
1206 if (owner == NULL)
1207 { 1192 {
1208 op->destroy (); 1193 op->destroy ();
1209 return; 1194 return;
1210 } 1195 }
1211#endif
1212 1196
1213 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1198
1216 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))
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 { 1200 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1204 */
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 (); 1205 op->destroy ();
1235 return; 1206 return;
1236 } 1207 }
1237 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1238 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);
1239 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1240 { 1217 {
1241 op->direction = i; 1218 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1243 } 1220 }
1244 1221
1245 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1246} 1223}
1247 1224
1248/**************************************************************************** 1225/****************************************************************************
1249 * Destruction 1226 * Destruction
1250 ****************************************************************************/ 1227 ****************************************************************************/
1307 else 1284 else
1308 op->skill = NULL; 1285 op->skill = NULL;
1309 1286
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1311 1288
1312 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1313 { 1290 {
1314 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1315 { 1292 {
1316 m = op->map; 1293 m = op->map;
1317 sx = op->x + i; 1294 sx = op->x + i;
1318 sy = op->y + j; 1295 sy = op->y + j;
1319 1296
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1314 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1316 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1341 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1342 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);
1343 } 1321 }
1344 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)
1345 { 1323 {
1473 1451
1474 /* We precompute some values here so that we don't have to keep 1452 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again. 1453 * doing it over and over again.
1476 */ 1454 */
1477 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1458
1481 /* On the bright side, no monster should ever have a race of GOD_... 1459 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it 1460 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything. 1461 * won't ever match anything.
1603 } 1581 }
1604 1582
1605 /* charm */ 1583 /* charm */
1606 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))
1607 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 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.
1610 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. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1592 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1631 * 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
1632 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1613 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1635 */ 1615 */
1636
1637void 1616void
1638move_ball_spell (object *op) 1617move_ball_spell (object *op)
1639{ 1618{
1640 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
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 (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1738 op->destroy ();
1763 return; 1739 return;
1764 } 1740 }
1765 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1766 op->duration--; 1748 op->duration--;
1767 1749
1768 basedir = op->direction; 1750 int basedir = op->direction;
1769 if (basedir == 0) 1751 if (!basedir)
1770 { 1752 {
1771 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1773 } 1756 }
1774 1757
1775#if 0 1758#if 0
1776 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1838 { 1821 {
1839 /* 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 */
1840 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 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);
1844 } 1827 }
1845} 1828}
1846
1847
1848
1849 1829
1850/* fire_swarm: 1830/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1833 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1839 * n: the number to be fired.
1860 */ 1840 */
1861
1862int 1841int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1843{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1844 if (!spell->other_arch)
1869 return 0; 1845 return 0;
1870 1846
1871 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1873 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1879 1853
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1882 return 1; 1856 return 1;
1883 1857
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1864 tmp->direction = dir;
1889 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1867
1891 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1892 return 1; 1870 return 1;
1893} 1871}
1894
1895 1872
1896/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1897 * function. 1874 * function.
1898 */ 1875 */
1899int 1876int
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1908 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1910 if (target->head)
1934 target = target->head; 1911 target = target->head;
1912
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1937 } 1915 }
1938 } 1916 }
1939 1917
1940 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2020 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2021 1999
2022 disease->set_owner (op); 2000 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2026 2004
2027 /* do level adjustments */ 2005 /* do level adjustments */
2028 if (disease->stats.wc) 2006 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2030 2008

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