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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.31 by root, Fri Mar 30 21:53:09 2007 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
145 142
146 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341 338
342
343
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
383 378
384 tmp->state = 0; 379 tmp->state = 0;
385 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
386 tmp->range--; 381 tmp->range--;
387 tmp->value = 0; 382 tmp->value = 0;
388 383
389 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394
395 389
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
487 482
488 /* Prevent recursion */ 483 /* Prevent recursion */
489 op->move_on = 0; 484 op->move_on = 0;
490 485
491 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
492 /* remove the firebullet */ 489 /* remove the firebullet */
493 op->destroy (); 490 op->destroy ();
494} 491}
495 492
496/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
612 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 610 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
615 * pointers. 612 * pointers.
616 */ 613 */
617
618int 614int
619fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 616{
621 object *tmp = NULL; 617 object *tmp = NULL;
622 int mflags; 618 int mflags;
623 619
624 if (!spob->other_arch) 620 if (!spob->other_arch)
625 return 0; 621 return 0;
626 622
627 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 624 if (!tmp)
629 return 0; 625 return 0;
630 626
631 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 630 if (spob->slaying)
635 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
636 632
646 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
647 643
648 tmp->set_owner (op); 644 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
650 646
651 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 649 tmp->map = op->map;
654 650
655 maptile *newmap; 651 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
820 816
821 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 819 * insert it into is blocked.
824 */ 820 */
825 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
826 822
827 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
828 { 824 {
829 sint16 x, y, d; 825 sint16 x, y, d;
830 826
909 else 905 else
910 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
911 } 907 }
912 908
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 911
916 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 914
919 m->insert (tmp, sx, sy, op); 915 m->insert (tmp, sx, sy, op);
920 916
921 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 918 * a single space too many times.
934 * 930 *
935 * BOMB related code 931 * BOMB related code
936 * 932 *
937 ****************************************************************************/ 933 ****************************************************************************/
938 934
939
940/* This handles an exploding bomb. 935/* This handles an exploding bomb.
941 * op is the original bomb object. 936 * op is the original bomb object.
942 */ 937 */
943void 938void
944animate_bomb (object *op) 939animate_bomb (object *op)
945{ 940{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 942 return;
951 943
952 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
953 945
954 if (op->env) 946 if (op->env)
955 { 947 {
956 if (env->map == NULL) 948 if (env->map == NULL)
957 return; 949 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 950
962 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
963 return; 952 return;
964 } 953 }
965 954
976 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 966 * so just set up the appropriate values.
978 */ 967 */
979 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
980 { 969 {
981 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
982 { 971 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 973 continue;
985 974
986 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
987 tmp->direction = i; 976 tmp->direction = i;
988 tmp->range = op->range; 977 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 979 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1005} 994}
1006 995
1007int 996int
1008create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 998{
1010
1011 object *tmp; 999 object *tmp;
1012 int mflags; 1000 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1002 maptile *m;
1015 1003
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1006 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1008 return 0;
1021 } 1009 }
1010
1022 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1023 1012
1024 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1036 * dir is the direction to look in.
1048 * range is how far out to look. 1037 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1051 */ 1040 */
1052
1053object * 1041object *
1054get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1055{ 1043{
1056 object *target; 1044 object *target;
1057 sint16 x, y; 1045 sint16 x, y;
1076 return NULL; 1064 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1066 return NULL;
1079 1067
1080 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1071 return target;
1087 }
1088 }
1089 }
1090 } 1072 }
1073
1091 return NULL; 1074 return NULL;
1092} 1075}
1093
1094 1076
1095/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1097 * usual params - 1079 * usual params -
1098 * op = player 1080 * op = player
1099 * caster = object casting the spell. 1081 * caster = object casting the spell.
1100 * dir = direction being cast 1082 * dir = direction being cast
1101 * spell = spell object 1083 * spell = spell object
1102 */ 1084 */
1103
1104int 1085int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1087{
1107 object *effect, *target; 1088 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1187 1168
1188 return 1; 1169 return 1;
1189} 1170}
1190 1171
1191
1192/**************************************************************************** 1172/****************************************************************************
1193 * 1173 *
1194 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1176 * code here is just to move the missile.
1266 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1270 */ 1250 */
1271
1272int 1251int
1273make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1274{ 1253{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1256 return 0;
1280 1257
1281 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1260 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1265
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1294 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1296 1270
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1271 return 1;
1303} 1272}
1304
1305
1306
1307 1273
1308int 1274int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1276{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1277 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1298 else if (caster->skill)
1333 op->skill = caster->skill; 1299 op->skill = caster->skill;
1334 else 1300 else
1335 op->skill = NULL; 1301 op->skill = NULL;
1336 1302
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1338 1304
1339 for (i = -range; i < range; i++) 1305 for (i = -range; i < range; i++)
1340 { 1306 {
1341 for (j = -range; j < range; j++) 1307 for (j = -range; j < range; j++)
1342 { 1308 {
1400 { 1366 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1368 return 0;
1403 } 1369 }
1404 1370
1371 tmp = tmp->head_ ();
1372
1405 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1407 { 1375 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1377 {
1410 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1411 { 1379 {
1417 return 0; 1385 return 0;
1418 } 1386 }
1419 } 1387 }
1420 } 1388 }
1421 1389
1422 if (force == NULL) 1390 if (!force)
1423 { 1391 {
1424 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1426 if (spell_ob->race) 1395 if (spell_ob->race)
1427 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1428 else 1397 else
1429 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1430 1399
1440 { 1409 {
1441 force->duration = duration; 1410 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1412 }
1444 else 1413 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1415
1448 return 1; 1416 return 1;
1449 } 1417 }
1418
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.0; 1420 force->speed = 1.f;
1452 force->speed_left = -1.0; 1421 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1454 1423
1455 if (god) 1424 if (god)
1456 { 1425 {
1457 if (spell_ob->last_grace) 1426 if (spell_ob->last_grace)
1577 at -= level / 5; 1546 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1547 if (did_make_save (head, head->level, at))
1579 continue; 1548 continue;
1580 } 1549 }
1581 else /* spell->attacktype */ 1550 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1551 {
1552 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556
1557 The chance will then be in the range [20-70] percent, not too bad.
1558
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster...
1561
1562 Ryo, august 14th
1563 */
1595 if (head->level > level) 1564 if (head->level > level)
1596 continue; 1565 continue;
1566
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1568 /* Failed, no effect */
1599 continue; 1569 continue;
1600 } 1570 }
1601 1571
1603 1573
1604 /* aggravation */ 1574 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1575 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 { 1576 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1577 CLEAR_FLAG (head, FLAG_SLEEP);
1608 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1609 remove_friendly_object (head); 1578 remove_friendly_object (head);
1610
1611 done_one = 1; 1579 done_one = 1;
1612 head->enemy = op; 1580 head->enemy = op;
1613 } 1581 }
1614 1582
1615 /* calm monsters */ 1583 /* calm monsters */
1628 } 1596 }
1629 1597
1630 /* charm */ 1598 /* charm */
1631 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1632 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1633 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1634 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1635 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1636 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1637 head->set_owner (op); 1607 head->set_owner (op);
1638 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1757 1727
1758 op->direction = i; 1728 op->direction = i;
1759 } 1729 }
1760} 1730}
1761 1731
1762
1763/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1764 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1765 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1766 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1767 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1768 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1769 */ 1738 */
1770
1771void 1739void
1772move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1773{ 1741{
1774#if 0 1742#if 0
1775 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1776 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1777 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1778 int adjustdir; 1746 int adjustdir;
1779 maptile *m; 1747 maptile *m;
1780#endif 1748#endif
1781 int basedir;
1782 object *owner; 1749 object *owner = op->env;
1783 1750
1784 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1785 if (op->duration == 0 || owner == NULL)
1786 { 1752 {
1787 op->destroy (); 1753 op->destroy ();
1788 return; 1754 return;
1789 } 1755 }
1790 1756
1791 op->duration--; 1757 op->duration--;
1792 1758
1793 basedir = op->direction; 1759 int basedir = op->direction;
1794 if (basedir == 0) 1760 if (!basedir)
1795 {
1796 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1797 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1798 }
1799 1763
1800#if 0 1764#if 0
1801 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1802 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1803 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1863 { 1827 {
1864 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1865 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1866 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1867 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1868 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1869 } 1833 }
1870} 1834}
1871
1872
1873
1874 1835
1875/* fire_swarm: 1836/* fire_swarm:
1876 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1877 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1878 * the parts of the swarm. 1839 * the parts of the swarm.
1881 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1882 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1883 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1884 * n: the number to be fired. 1845 * n: the number to be fired.
1885 */ 1846 */
1886
1887int 1847int
1888fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1889{ 1849{
1890 object *tmp;
1891 int i;
1892
1893 if (!spell->other_arch) 1850 if (!spell->other_arch)
1894 return 0; 1851 return 0;
1895 1852
1896 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1897 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1898 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1899
1900 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1901 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1902
1903 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1904 1858
1905 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1906 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1907 return 1; 1861 return 1;
1908 1862
1909 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1910 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1911 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1912 1866
1913 tmp->direction = dir; 1867 tmp->direction = dir;
1914 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1915 1871
1916 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1917 return 1; 1874 return 1;
1918} 1875}
1919
1920 1876
1921/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1922 * function. 1878 * function.
1923 */ 1879 */
1924int 1880int
1986 1942
1987 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1988 return 1; 1944 return 1;
1989} 1945}
1990 1946
1991
1992
1993
1994/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1995 * player and infects someone. 1948 * player and infects someone.
1996 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1997 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1998 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1999 */ 1952 */
2000
2001int 1953int
2002cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
2003{ 1955{
2004 sint16 x, y; 1956 sint16 x, y;
2005 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2012 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2013 * direction the player is pointing. 1965 * direction the player is pointing.
2014 */ 1966 */
2015 if (!dir) 1967 if (!dir)
2016 dir = op->facing; 1968 dir = op->facing;
1969
2017 if (!dir) 1970 if (!dir)
2018 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2019 1972
2020 /* Calculate these once here */ 1973 /* Calculate these once here */
2021 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2055 /* do level adjustments */ 2008 /* do level adjustments */
2056 if (disease->stats.wc) 2009 if (disease->stats.wc)
2057 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2058 2011
2059 if (disease->magic > 0) 2012 if (disease->magic > 0)
2060 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2061 2014
2062 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2063 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2064 2017
2065 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)
2103 if (infect_object (walk, disease, 1)) 2056 if (infect_object (walk, disease, 1))
2104 { 2057 {
2105 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2106 2059
2107 disease->destroy (); /* don't need this one anymore */ 2060 disease->destroy (); /* don't need this one anymore */
2108 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2109 return 1; 2062 return 1;
2110 } 2063 }
2111 2064
2112 disease->destroy (); 2065 disease->destroy ();
2113 } 2066 }

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