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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.51 by root, Sun Apr 20 23:25:43 2008 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 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 521 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 523 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 527 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 529 {
531 op->destroy (); 530 op->destroy ();
620 int mflags; 619 int mflags;
621 620
622 if (!spob->other_arch) 621 if (!spob->other_arch)
623 return 0; 622 return 0;
624 623
625 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 625 if (!tmp)
627 return 0; 626 return 0;
628 627
629 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
630 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);
631 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 631 if (spob->slaying)
633 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
634 633
644 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
645 644
646 tmp->set_owner (op); 645 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
648 647
649 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 650 tmp->map = op->map;
652 651
653 maptile *newmap; 652 maptile *newmap;
654 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);
655 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
705/* 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 */
706 705
707void 706void
708move_cone (object *op) 707move_cone (object *op)
709{ 708{
710 int i;
711
712 /* 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 */
713 if (!op->map) 710 if (!op->map)
714 { 711 {
715 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");
716 op->set_speed (0); 713 op->set_speed (0);
746 check_spell_knockback (op); 743 check_spell_knockback (op);
747 744
748 if (op->destroyed ()) 745 if (op->destroyed ())
749 return; 746 return;
750 747
751 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
752 { 749 {
753 op->destroy (); 750 op->destroy ();
754 return; 751 return;
755 } 752 }
756 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
761 { 758 {
762 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
763 return; 760 return;
764 } 761 }
765 762
766 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
767 { 764 {
768 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)];
769 766
770 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))
771 { 768 {
863 860
864 success = 1; 861 success = 1;
865 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 863 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
870 867
871 /* holy word stuff */ 868 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
947 944
948 if (op->env) 945 if (op->env)
949 { 946 {
950 if (env->map == NULL) 947 if (env->map == NULL)
951 return; 948 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 949
956 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
957 return; 951 return;
958 } 952 }
959 953
1118 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1119 else 1113 else
1120 return 0; 1114 return 0;
1121 1115
1122 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1120 {
1127 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1128 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));
1183 1177
1184/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1185void 1179void
1186move_missile (object *op) 1180move_missile (object *op)
1187{ 1181{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1194 { 1183 {
1195 op->destroy (); 1184 op->destroy ();
1196 return; 1185 return;
1197 } 1186 }
1198 1187
1199 owner = op->owner; 1188 mapxy pos (op);
1200#if 0 1189 pos.move (op->direction);
1201 /* It'd make things nastier if this wasn't here - spells cast by 1190
1202 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1203 */
1204 if (owner == NULL)
1205 { 1192 {
1206 op->destroy (); 1193 op->destroy ();
1207 return; 1194 return;
1208 } 1195 }
1209#endif
1210 1196
1211 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1212 new_y = op->y + DIRY (op);
1213 1198
1214 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))
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1200 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1220 * 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.
1221 */ 1204 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1205 op->destroy ();
1233 return; 1206 return;
1234 } 1207 }
1235 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1236 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);
1237 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1238 { 1217 {
1239 op->direction = i; 1218 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1241 } 1220 }
1242 1221
1243 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1244} 1223}
1245 1224
1246/**************************************************************************** 1225/****************************************************************************
1247 * Destruction 1226 * Destruction
1248 ****************************************************************************/ 1227 ****************************************************************************/
1305 else 1284 else
1306 op->skill = NULL; 1285 op->skill = NULL;
1307 1286
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1309 1288
1310 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1311 { 1290 {
1312 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1313 { 1292 {
1314 m = op->map; 1293 m = op->map;
1315 sx = op->x + i; 1294 sx = op->x + i;
1316 sy = op->y + j; 1295 sy = op->y + j;
1317 1296
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 { 1314 {
1336 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1337 { 1316 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1339 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1340 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);
1341 } 1321 }
1342 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)
1343 { 1323 {
1471 1451
1472 /* 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
1473 * doing it over and over again. 1453 * doing it over and over again.
1474 */ 1454 */
1475 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1458
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1461 * won't ever match anything.
1601 } 1581 }
1602 1582
1603 /* charm */ 1583 /* charm */
1604 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))
1605 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1592 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1613 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1633 */ 1615 */
1634
1635void 1616void
1636move_ball_spell (object *op) 1617move_ball_spell (object *op)
1637{ 1618{
1638 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1705 1686
1706 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)))
1707 { 1688 {
1708 if (j) 1689 if (j)
1709 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1710 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1693 }
1713 1694
1714 /* insert the other arch */ 1695 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1711
1731 op->direction = i; 1712 op->direction = i;
1732 } 1713 }
1733} 1714}
1734 1715
1735
1736/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1722 */
1743
1744void 1723void
1745move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1746{ 1725{
1747#if 0 1726#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1730 int adjustdir;
1752 maptile *m; 1731 maptile *m;
1753#endif 1732#endif
1754 int basedir;
1755 object *owner; 1733 object *owner = op->env;
1756 1734
1757 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1738 op->destroy ();
1761 return; 1739 return;
1762 } 1740 }
1763 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1764 op->duration--; 1748 op->duration--;
1765 1749
1766 basedir = op->direction; 1750 int basedir = op->direction;
1767 if (basedir == 0) 1751 if (!basedir)
1768 { 1752 {
1769 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1771 } 1756 }
1772 1757
1773#if 0 1758#if 0
1774 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1836 { 1821 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1827 }
1843} 1828}
1844
1845
1846
1847 1829
1848/* fire_swarm: 1830/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1833 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1839 * n: the number to be fired.
1858 */ 1840 */
1859
1860int 1841int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1843{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1844 if (!spell->other_arch)
1867 return 0; 1845 return 0;
1868 1846
1869 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1871 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1877 1853
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1880 return 1; 1856 return 1;
1881 1857
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1864 tmp->direction = dir;
1887 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1867
1889 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1890 return 1; 1870 return 1;
1891} 1871}
1892
1893 1872
1894/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1895 * function. 1874 * function.
1896 */ 1875 */
1897int 1876int
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1908 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1910 if (target->head)
1932 target = target->head; 1911 target = target->head;
1912
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1935 } 1915 }
1936 } 1916 }
1937 1917
1938 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
2018 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2019 1999
2020 disease->set_owner (op); 2000 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2024 2004
2025 /* do level adjustments */ 2005 /* do level adjustments */
2026 if (disease->stats.wc) 2006 if (disease->stats.wc)
2027 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2028 2008

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