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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

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 {
170 op->destroy_inv (true); // be explicit about dropping
173 op->destroy (); 171 op->destroy (true);
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
315 tmp->destroy (); 314 tmp->destroy (true);
316 return 0; 315 return 0;
317 } 316 }
318 317
319 tmp->map = newmap; 318 tmp->map = newmap;
320 319
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 321 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (); 325 tmp->destroy (true);
326 return 0; 326 return 0;
327 } 327 }
328 328
329 tmp->x = op->x; 329 tmp->x = op->x;
330 tmp->y = op->y; 330 tmp->y = op->y;
354 maptile *m = op->map; 354 maptile *m = op->map;
355 int i; 355 int i;
356 356
357 if (--op->duration < 0) 357 if (--op->duration < 0)
358 { 358 {
359 op->destroy (); 359 op->destroy (true);
360 return; 360 return;
361 } 361 }
362 362
363 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
364 364
396void 396void
397explode_bullet (object *op) 397explode_bullet (object *op)
398{ 398{
399 object *tmp, *owner; 399 object *tmp, *owner;
400 400
401 if (op->other_arch == NULL) 401 if (!op->other_arch)
402 { 402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 404 op->destroy (true);
405 return; 405 return;
406 } 406 }
407 407
408 if (op->env) 408 if (op->env)
409 { 409 {
410 object *env = op->outer_env (); 410 object *env = op->outer_env ();
411 411
412 if (!env->map || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 415 op->destroy (true);
416 return; 416 return;
417 } 417 }
418 418
419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
420 } 420 }
421 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
422 { 422 {
423 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
424 op->destroy (); 424 op->destroy (true);
425 return; 425 return;
426 } 426 }
427 427
428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
429 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
430 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
432 { 432 {
433 op->destroy (); 433 op->destroy (true);
434 return; 434 return;
435 } 435 }
436 436
437 if (op->attacktype) 437 if (op->attacktype)
438 { 438 {
439 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
440 if (op->destroyed ()) 441 if (op->destroyed ())
441 return; 442 return;
442 } 443 }
443 444
444 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 448 tmp->set_owner (op);
448 tmp->skill = op->skill; 449 tmp->skill = op->skill;
449 450
450 owner = op->owner; 451 owner = op->owner;
451 452
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
453 { 457 {
454 op->destroy (); 458 op->destroy (true);
455 return; 459 return;
456 } 460 }
457 461
458 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
459 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 491
488 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound); 493 tmp->play_sound (tmp->sound);
490 494
491 /* remove the firebullet */ 495 /* remove the firebullet */
492 op->destroy (); 496 op->destroy (true);
493} 497}
494 498
495/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
496 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
497 */ 501 */
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 527 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 529 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 534 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 536 {
531 op->destroy (); 537 op->destroy (true);
532 return; 538 return;
533 } 539 }
534 } 540 }
535 } 541 }
536 } 542 }
565 if (--op->range <= 0) 571 if (--op->range <= 0)
566 { 572 {
567 if (op->other_arch) 573 if (op->other_arch)
568 explode_bullet (op); 574 explode_bullet (op);
569 else 575 else
570 op->destroy (); 576 op->destroy (true);
571 577
572 return; 578 return;
573 } 579 }
574 580
575 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
577 m = op->map; 583 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 585
580 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
581 { 587 {
582 op->destroy (); 588 op->destroy (true);
583 return; 589 return;
584 } 590 }
585 591
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
587 { 593 {
588 if (op->other_arch) 594 if (op->other_arch)
589 explode_bullet (op); 595 explode_bullet (op);
590 else 596 else
591 op->destroy (); 597 op->destroy (true);
592 598
593 return; 599 return;
594 } 600 }
595 601
596 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
620 int mflags; 626 int mflags;
621 627
622 if (!spob->other_arch) 628 if (!spob->other_arch)
623 return 0; 629 return 0;
624 630
625 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 632 if (!tmp)
627 return 0; 633 return 0;
628 634
629 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 638 if (spob->slaying)
633 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
634 640
644 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
645 651
646 tmp->set_owner (op); 652 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
648 654
649 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 657 tmp->map = op->map;
652 658
653 maptile *newmap; 659 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
656 { 662 {
657 tmp->destroy (); 663 tmp->destroy (true);
658 return 0; 664 return 0;
659 } 665 }
660 666
661 tmp->map = newmap; 667 tmp->map = newmap;
662 668
663 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
664 { 670 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
666 { 672 {
667 tmp->destroy (); 673 tmp->destroy (true);
668 return 0; 674 return 0;
669 } 675 }
670 676
671 tmp->x = op->x; 677 tmp->x = op->x;
672 tmp->y = op->y; 678 tmp->y = op->y;
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 712
707void 713void
708move_cone (object *op) 714move_cone (object *op)
709{ 715{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 717 if (!op->map)
714 { 718 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 720 op->set_speed (0);
729 * when their cone dies when they die. 733 * when their cone dies when they die.
730 */ 734 */
731 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
732 if (op->owner == NULL) 736 if (op->owner == NULL)
733 { 737 {
734 op->destroy (); 738 op->destroy (true);
735 return; 739 return;
736 } 740 }
737#endif 741#endif
738 742
739 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
746 check_spell_knockback (op); 750 check_spell_knockback (op);
747 751
748 if (op->destroyed ()) 752 if (op->destroyed ())
749 return; 753 return;
750 754
751 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
752 { 756 {
753 op->destroy (); 757 op->destroy (true);
754 return; 758 return;
755 } 759 }
756 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
757 * any further. When the duration above expires, 761 * any further. When the duration above expires,
758 * then the object will get removed. 762 * then the object will get removed.
761 { 765 {
762 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
763 return; 767 return;
764 } 768 }
765 769
766 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
767 { 771 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 773
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 775 {
863 867
864 success = 1; 868 success = 1;
865 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 870 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
870 874
871 /* holy word stuff */ 875 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried. 963 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
961 { 965 {
962 op->destroy (); 966 op->destroy (true);
963 return; 967 return;
964 } 968 }
965 969
966 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
967 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
1115 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1116 else 1120 else
1117 return 0; 1121 return 0;
1118 1122
1119 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1127 {
1124 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1149 } 1153 }
1150 else 1154 else
1151 { 1155 {
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1153 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1154 effect->destroy (); 1158 effect->destroy (true);
1155 return 0; 1159 return 0;
1156 } 1160 }
1157 } 1161 }
1158 } 1162 }
1159 else 1163 else
1180 1184
1181/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1182void 1186void
1183move_missile (object *op) 1187move_missile (object *op)
1184{ 1188{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1191 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1192 op->destroy (); 1192 op->destroy (true);
1193 return; 1193 return;
1194 }
1195
1196 owner = op->owner;
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1203 op->destroy (); 1201 op->destroy (true);
1204 return; 1202 return;
1205 } 1203 }
1206#endif
1207 1204
1208 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1209 new_y = op->y + DIRY (op);
1210 1206
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1208 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1218 */ 1212 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1213 op->destroy (true);
1230 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1231 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1232 1222
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1235 { 1225 {
1236 op->direction = i; 1226 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1238 } 1228 }
1239 1229
1240 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1241} 1231}
1242 1232
1243/**************************************************************************** 1233/****************************************************************************
1244 * Destruction 1234 * Destruction
1245 ****************************************************************************/ 1235 ****************************************************************************/
1302 else 1292 else
1303 op->skill = NULL; 1293 op->skill = NULL;
1304 1294
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1306 1296
1307 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1308 { 1298 {
1309 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1310 { 1300 {
1311 m = op->map; 1301 m = op->map;
1312 sx = op->x + i; 1302 sx = op->x + i;
1313 sy = op->y + j; 1303 sy = op->y + j;
1314 1304
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1322 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1324 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1336 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1338 } 1329 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1340 { 1331 {
1468 1459
1469 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1461 * doing it over and over again.
1471 */ 1462 */
1472 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1466
1476 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1477 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1469 * won't ever match anything.
1598 } 1589 }
1599 1590
1600 /* charm */ 1591 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1600 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1626 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1621 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1630 */ 1623 */
1631
1632void 1624void
1633move_ball_spell (object *op) 1625move_ball_spell (object *op)
1634{ 1626{
1635 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1702 1694
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1696 {
1705 if (j) 1697 if (j)
1706 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1707 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1701 }
1710 1702
1711 /* insert the other arch */ 1703 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 1719
1728 op->direction = i; 1720 op->direction = i;
1729 } 1721 }
1730} 1722}
1731 1723
1732
1733/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1735 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1736 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1737 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1738 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1730 */
1740
1741void 1731void
1742move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1743{ 1733{
1744#if 0 1734#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1738 int adjustdir;
1749 maptile *m; 1739 maptile *m;
1750#endif 1740#endif
1751 int basedir;
1752 object *owner; 1741 object *owner = op->env;
1753 1742
1754 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1758 return; 1754 return;
1759 } 1755 }
1760 1756
1761 op->duration--; 1757 op->duration--;
1762 1758
1763 basedir = op->direction; 1759 int basedir = op->direction;
1764 if (basedir == 0) 1760 if (!basedir)
1765 { 1761 {
1766 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1768 } 1765 }
1769 1766
1770#if 0 1767#if 0
1771 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1833 { 1830 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1836 }
1840} 1837}
1841
1842
1843
1844 1838
1845/* fire_swarm: 1839/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1842 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1848 * n: the number to be fired.
1855 */ 1849 */
1856
1857int 1850int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1852{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1853 if (!spell->other_arch)
1864 return 0; 1854 return 0;
1865 1855
1866 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1868 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1874 1862
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1877 return 1; 1865 return 1;
1878 1866
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1873 tmp->direction = dir;
1884 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1876
1886 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1887 return 1; 1879 return 1;
1888} 1880}
1889
1890 1881
1891/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1892 * function. 1883 * function.
1893 */ 1884 */
1894int 1885int
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1917 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1919 if (target->head)
1929 target = target->head; 1920 target = target->head;
1921
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1932 } 1924 }
1933 } 1925 }
1934 1926
1935 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2015 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2016 2008
2017 disease->set_owner (op); 2009 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2021 2013
2022 /* do level adjustments */ 2014 /* do level adjustments */
2023 if (disease->stats.wc) 2015 if (disease->stats.wc)
2024 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2025 2017
2069 2061
2070 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2071 { 2063 {
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2073 2065
2074 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2075 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2076 return 1; 2068 return 1;
2077 } 2069 }
2078 2070
2079 disease->destroy (); 2071 disease->destroy (true);
2080 } 2072 }
2081 } /* if living creature */ 2073 } /* if living creature */
2082 } /* for range of spaces */ 2074 } /* for range of spaces */
2083 2075
2084 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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