ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.71 by root, Mon Dec 22 21:51:11 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;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
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
310 307
311 maptile *newmap; 308 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
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 */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 524 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 526 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
619 int mflags; 623 int mflags;
620 624
621 if (!spob->other_arch) 625 if (!spob->other_arch)
622 return 0; 626 return 0;
623 627
624 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 629 if (!tmp)
626 return 0; 630 return 0;
627 631
628 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 635 if (spob->slaying)
632 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
633 637
643 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
644 648
645 tmp->set_owner (op); 649 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
647 651
648 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 654 tmp->map = op->map;
651 655
652 maptile *newmap; 656 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 709
706void 710void
707move_cone (object *op) 711move_cone (object *op)
708{ 712{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 714 if (!op->map)
713 { 715 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 717 op->set_speed (0);
735 } 737 }
736#endif 738#endif
737 739
738 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
739 741
742 if (!op->is_on_map ())
743 return;
744
740 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
742 * degree. 747 * degree.
743 */ 748 */
744 if (op->weight) 749 if (op->weight)
750 {
745 check_spell_knockback (op); 751 check_spell_knockback (op);
746 752
747 if (op->destroyed ()) 753 if (!op->is_on_map ())
748 return; 754 return;
755 }
749 756
750 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
751 { 758 {
752 op->destroy (); 759 op->destroy ();
753 return; 760 return;
754 } 761 }
755 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
760 { 767 {
761 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
762 return; 769 return;
763 } 770 }
764 771
765 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
766 { 773 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 775
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 777 {
862 869
863 success = 1; 870 success = 1;
864 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 872 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
869 876
870 /* holy word stuff */ 877 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 944 * op is the original bomb object.
938 */ 945 */
939void 946void
940animate_bomb (object *op) 947animate_bomb (object *op)
941{ 948{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 950 return;
947 951
948 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
949 953
950 if (op->env) 954 if (op->env)
951 { 955 {
952 if (env->map == NULL) 956 if (env->map == NULL)
953 return; 957 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 958
958 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
959 return; 960 return;
960 } 961 }
961 962
972 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 974 * so just set up the appropriate values.
974 */ 975 */
975 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
976 { 977 {
977 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
978 { 979 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 981 continue;
981 982
982 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
983 tmp->direction = i; 984 tmp->direction = i;
984 tmp->range = op->range; 985 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 987 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1001} 1002}
1002 1003
1003int 1004int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1006{
1006
1007 object *tmp; 1007 object *tmp;
1008 int mflags; 1008 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1010 maptile *m;
1011 1011
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1021 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1023 return 0;
1024 }
1017 } 1025 }
1026
1018 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1019 1028
1020 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1120 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1121 else 1130 else
1122 return 0; 1131 return 0;
1123 1132
1124 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1137 {
1129 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1185 1194
1186/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1187void 1196void
1188move_missile (object *op) 1197move_missile (object *op)
1189{ 1198{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1196 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1197 op->destroy (); 1210 op->destroy ();
1198 return; 1211 return;
1199 } 1212 }
1200 1213
1201 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1215
1213 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
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 { 1217 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1223 */ 1221 */
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 (); 1222 op->destroy ();
1235 return; 1223 return;
1236 } 1224 }
1237 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1240 { 1234 {
1241 op->direction = i; 1235 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1243 } 1237 }
1244 1238
1245 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1246} 1240}
1247 1241
1248/**************************************************************************** 1242/****************************************************************************
1249 * Destruction 1243 * Destruction
1250 ****************************************************************************/ 1244 ****************************************************************************/
1264 1258
1265 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1261 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius;
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1274 1265
1275 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1277 1268
1307 else 1298 else
1308 op->skill = NULL; 1299 op->skill = NULL;
1309 1300
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1301 op->change_skill (find_skill_by_name (op, op->skill));
1311 1302
1312 for (i = -range; i < range; i++) 1303 for (i = -range; i <= range; i++)
1313 { 1304 {
1314 for (j = -range; j < range; j++) 1305 for (j = -range; j <= range; j++)
1315 { 1306 {
1316 m = op->map; 1307 m = op->map;
1317 sx = op->x + i; 1308 sx = op->x + i;
1318 sy = op->y + j; 1309 sy = op->y + j;
1319 1310
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1328 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1329 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1330 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332
1341 if (spell_ob->other_arch) 1333 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1343 } 1335 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1345 { 1337 {
1473 1465
1474 /* We precompute some values here so that we don't have to keep 1466 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again. 1467 * doing it over and over again.
1476 */ 1468 */
1477 god = find_god (determine_god (op)); 1469 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1470 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1471 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1472
1481 /* On the bright side, no monster should ever have a race of GOD_... 1473 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it 1474 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything. 1475 * won't ever match anything.
1603 } 1595 }
1604 1596
1605 /* charm */ 1597 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 { 1599 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1602 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1603 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. */ 1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1605 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1606 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1607 set_spell_skill (op, caster, spell, head);
1624 } /* for y */ 1618 } /* for y */
1625 1619
1626 return 1; 1620 return 1;
1627} 1621}
1628 1622
1629
1630/* Move_ball_spell: This handles ball type spells that just sort of wander 1623/* Move_ball_spell: This handles ball type spells that just sort of wander
1631 * about. was called move_ball_lightning, but since more than the ball 1624 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed. 1625 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1626 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1627 * note that duration is handled by process_object() in time.c
1635 */ 1628 */
1636
1637void 1629void
1638move_ball_spell (object *op) 1630move_ball_spell (object *op)
1639{ 1631{
1640 int i, j, dam_save, dir, mflags; 1632 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1633 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1652 for (i = 1; i < 9; i++)
1661 { 1653 {
1662 /* i bit 0: alters sign of offset 1654 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1655 * other bits (i / 2): absolute value of offset
1664 */ 1656 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1657 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1658 int tmpdir = absdir (op->direction + offset);
1668 1659
1669 nx = op->x + freearr_x[tmpdir]; 1660 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir]; 1661 ny = op->y + freearr_y[tmpdir];
1672 { 1663 {
1673 dir = tmpdir; 1664 dir = tmpdir;
1674 break; 1665 break;
1675 } 1666 }
1676 } 1667 }
1668
1677 if (dir == 0) 1669 if (dir == 0)
1678 { 1670 {
1679 nx = op->x; 1671 nx = op->x;
1680 ny = op->y; 1672 ny = op->y;
1681 m = op->map; 1673 m = op->map;
1707 1699
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1700 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 { 1701 {
1710 if (j) 1702 if (j)
1711 op->stats.dam = dam_save / 2; 1703 op->stats.dam = dam_save / 2;
1704
1712 hit_map (op, j, op->attacktype, 1); 1705 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1706 }
1715 1707
1716 /* insert the other arch */ 1708 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1709 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); 1710 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1732 1724
1733 op->direction = i; 1725 op->direction = i;
1734 } 1726 }
1735} 1727}
1736 1728
1737
1738/* move_swarm_spell: peterm 1729/* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for 1730 * 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 1731 * 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 1732 * 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 1733 * 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. 1734 * from a set of squares surrounding the caster, in a given direction.
1744 */ 1735 */
1745
1746void 1736void
1747move_swarm_spell (object *op) 1737move_swarm_spell (object *op)
1748{ 1738{
1749#if 0 1739#if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1740 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 }; 1741 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; 1742 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1743 int adjustdir;
1754 maptile *m; 1744 maptile *m;
1755#endif 1745#endif
1756 int basedir;
1757 object *owner; 1746 object *owner = op->env;
1758 1747
1759 owner = op->owner; 1748 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1749 {
1750 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1751 op->destroy ();
1763 return; 1752 return;
1764 } 1753 }
1765 1754
1755 if (!op->duration || !owner->is_on_map ())
1756 {
1757 op->drop_and_destroy ();
1758 return;
1759 }
1760
1766 op->duration--; 1761 op->duration--;
1767 1762
1768 basedir = op->direction; 1763 int basedir = op->direction;
1769 if (basedir == 0) 1764 if (!basedir)
1770 { 1765 {
1771 /* spray in all directions! 8) */ 1766 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1767 op->facing = (op->facing + op->state) & 7;
1768 basedir = op->facing + 1;
1773 } 1769 }
1774 1770
1775#if 0 1771#if 0
1776 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1838 { 1834 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1835 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1836 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1837 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1839 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1840 }
1845} 1841}
1846
1847
1848
1849 1842
1850/* fire_swarm: 1843/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1844 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1845 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1846 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1849 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1850 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1851 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1852 * n: the number to be fired.
1860 */ 1853 */
1861
1862int 1854int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1855fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1856{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1857 if (!spell->other_arch)
1869 return 0; 1858 return 0;
1870 1859
1871 tmp = get_archetype (SWARM_SPELL); 1860 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1861
1873 set_spell_skill (op, caster, spell, tmp); 1862 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1863 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1864 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1865 tmp->attacktype = tmp->spell->attacktype;
1879 1866
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1867 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1868 if (!tailor_god_spell (tmp, op))
1882 return 1; 1869 return 1;
1883 1870
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1871 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1872 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1873 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1874
1875 tmp->invisible = 1;
1876 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1877 tmp->direction = dir;
1889 tmp->invisible = 1; 1878 tmp->facing = rndm (1, 8); // initial firing direction
1879 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1880
1891 tmp->insert_at (op, op); 1881 op->insert (tmp);
1882
1892 return 1; 1883 return 1;
1893} 1884}
1894
1895 1885
1896/* See the spells documentation file for why this is its own 1886/* See the spells documentation file for why this is its own
1897 * function. 1887 * function.
1898 */ 1888 */
1899int 1889int
1904 int dam, mflags; 1894 int dam, mflags;
1905 maptile *m; 1895 maptile *m;
1906 1896
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1897 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1898
1909 if (!dir) 1899 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1900 {
1914
1915 x = op->x + freearr_x[dir]; 1901 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir]; 1902 y = op->y + freearr_y[dir];
1917 m = op->map; 1903 m = op->map;
1918 1904
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1905 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1906
1921 if (mflags & P_OUT_OF_MAP) 1907 if (mflags & P_OUT_OF_MAP)
1922 { 1908 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1924 return 0; 1910 return 0;
1925 } 1911 }
1926 1912
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1913 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1914 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1917 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1919 if (target->head)
1934 target = target->head; 1920 target = target->head;
1921
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1924 }
1937 } 1925 }
1938 }
1939 1926
1940 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 { 1929 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1944 return 0; 1931 return 0;
1932 }
1945 } 1933 }
1946 1934
1947 /* ok, looks groovy to just insert a new light on the map */ 1935 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch); 1936 tmp = arch_to_object (spell->other_arch);
1949 if (!tmp) 1937 if (!tmp)
1950 { 1938 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1939 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1940 return 0;
1953 } 1941 }
1942
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944
1955 if (tmp->glow_radius) 1945 if (tmp->glow_radius)
1956 {
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1958 if (tmp->glow_radius > MAX_LIGHT_RADII)
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1947
1948 if (dir)
1962 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1950 else
1951 caster->outer_env ()->insert (tmp);
1952
1963 return 1; 1953 return 1;
1964} 1954}
1965 1955
1966/* cast_cause_disease: this spell looks along <dir> from the 1956/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1957 * player and infects someone.
2020 object *disease = arch_to_object (spell->other_arch); 2010 object *disease = arch_to_object (spell->other_arch);
2021 2011
2022 disease->set_owner (op); 2012 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 2013 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 2014 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 2015 disease->level = casting_level (caster, spell);
2026 2016
2027 /* do level adjustments */ 2017 /* do level adjustments */
2028 if (disease->stats.wc) 2018 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2019 disease->stats.wc += dur_mod / 2;
2030 2020

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines