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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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
28 */ 27 */
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 */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164
165void 160void
166move_bolt (object *op) 161move_bolt (object *op)
167{ 162{
168 object *tmp;
169 int mflags; 163 int mflags;
170 sint16 x, y; 164 sint16 x, y;
171 maptile *m; 165 maptile *m;
172 166
173 if (--op->duration < 0) 167 if (--op->duration < 0)
246 else 240 else
247 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 242 object *tmp = op->clone ();
249 243
250 m->insert (tmp, x, y, op); 244 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 247 tmp->duration++;
254 248
255 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 250 * going off in other directions.
257 */ 251 */
258 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 254
263 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
265 */ 257 */
266 op->range = 0; 258 op->range = 0;
290 return 0; 282 return 0;
291 283
292 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
295 if (spob->slaying) 288 if (spob->slaying)
296 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
301 295
337 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 332 move_bolt (tmp);
339 333
340 return 1; 334 return 1;
341} 335}
342
343
344 336
345/*************************************************************************** 337/***************************************************************************
346 * 338 *
347 * BULLET/BALL CODE 339 * BULLET/BALL CODE
348 * 340 *
349 ***************************************************************************/ 341 ***************************************************************************/
350 342
351/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 345 * At least that is what I think this does.
354 */ 346 */
355void 347void
356explosion (object *op) 348explosion (object *op)
357{ 349{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 374 {
383 object *tmp = op->clone (); 375 object *tmp = op->clone ();
384 376
385 tmp->state = 0; 377 tmp->state = 0;
386 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
387 tmp->range--; 379 tmp->range--;
388 tmp->value = 0; 380 tmp->value = 0;
389 381
390 m->insert (tmp, dx, dy, op); 382 m->insert (tmp, dx, dy, op);
391 } 383 }
392 } 384 }
393 } 385 }
394} 386}
395
396 387
397/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
399 * explode. 390 * explode.
400 */ 391 */
410 return; 401 return;
411 } 402 }
412 403
413 if (op->env) 404 if (op->env)
414 { 405 {
415 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 409 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 411 op->destroy ();
420 return; 412 return;
421 } 413 }
439 } 431 }
440 432
441 if (op->attacktype) 433 if (op->attacktype)
442 { 434 {
443 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
444 if (op->destroyed ()) 437 if (op->destroyed ())
445 return; 438 return;
446 } 439 }
447 440
448 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
488 481
489 /* Prevent recursion */ 482 /* Prevent recursion */
490 op->move_on = 0; 483 op->move_on = 0;
491 484
492 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
493 /* remove the firebullet */ 488 /* remove the firebullet */
494 op->destroy (); 489 op->destroy ();
495} 490}
496 491
497/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
519 514
520 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
522 return; 517 return;
523 518
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 520 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 522 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 526 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 528 {
533 op->destroy (); 529 op->destroy ();
605 } 601 }
606 else 602 else
607 check_bullet (op); 603 check_bullet (op);
608} 604}
609 605
610
611
612
613/* fire_bullet 606/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 610 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
619 * pointers. 612 * pointers.
620 */ 613 */
621
622int 614int
623fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 616{
625 object *tmp = NULL; 617 object *tmp = NULL;
626 int mflags; 618 int mflags;
627 619
628 if (!spob->other_arch) 620 if (!spob->other_arch)
629 return 0; 621 return 0;
630 622
631 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 624 if (!tmp)
633 return 0; 625 return 0;
634 626
635 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 630 if (spob->slaying)
639 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
640 632
650 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
651 643
652 tmp->set_owner (op); 644 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
654 646
655 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 649 tmp->map = op->map;
658 650
659 maptile *newmap; 651 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 675 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 676 check_bullet (tmp);
685 677
686 return 1; 678 return 1;
687} 679}
688
689
690
691 680
692/***************************************************************************** 681/*****************************************************************************
693 * 682 *
694 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
695 * 684 *
696 *****************************************************************************/ 685 *****************************************************************************/
697 686
698
699/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
700void 688void
701cone_drop (object *op) 689cone_drop (object *op)
702{ 690{
703 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 704
717void 705void
718move_cone (object *op) 706move_cone (object *op)
719{ 707{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 709 if (!op->map)
724 { 710 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 712 op->set_speed (0);
771 { 757 {
772 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
773 return; 759 return;
774 } 760 }
775 761
776 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
777 { 763 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 765
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 767 {
828 814
829 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 817 * insert it into is blocked.
832 */ 818 */
833 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
834 820
835 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
836 { 822 {
837 sint16 x, y, d; 823 sint16 x, y, d;
838 824
917 else 903 else
918 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
919 } 905 }
920 906
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 909
924 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 912
927 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
928 914
929 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 916 * a single space too many times.
942 * 928 *
943 * BOMB related code 929 * BOMB related code
944 * 930 *
945 ****************************************************************************/ 931 ****************************************************************************/
946 932
947
948/* This handles an exploding bomb. 933/* This handles an exploding bomb.
949 * op is the original bomb object. 934 * op is the original bomb object.
950 */ 935 */
951void 936void
952animate_bomb (object *op) 937animate_bomb (object *op)
953{ 938{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 940 return;
959 941
960 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
961 943
962 if (op->env) 944 if (op->env)
963 { 945 {
964 if (env->map == NULL) 946 if (env->map == NULL)
965 return; 947 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 948
970 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
971 return; 950 return;
972 } 951 }
973 952
984 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 964 * so just set up the appropriate values.
986 */ 965 */
987 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
988 { 967 {
989 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
990 { 969 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 971 continue;
993 972
994 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
995 tmp->direction = i; 974 tmp->direction = i;
996 tmp->range = op->range; 975 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 977 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1013} 992}
1014 993
1015int 994int
1016create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 996{
1018
1019 object *tmp; 997 object *tmp;
1020 int mflags; 998 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1000 maptile *m;
1023 1001
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1004 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1006 return 0;
1029 } 1007 }
1008
1030 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1031 1010
1032 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1034 * dir is the direction to look in.
1056 * range is how far out to look. 1035 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1059 */ 1038 */
1060
1061object * 1039object *
1062get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1063{ 1041{
1064 object *target; 1042 object *target;
1065 sint16 x, y; 1043 sint16 x, y;
1084 return NULL; 1062 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1064 return NULL;
1087 1065
1088 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1069 return target;
1095 }
1096 }
1097 }
1098 } 1070 }
1071
1099 return NULL; 1072 return NULL;
1100} 1073}
1101
1102 1074
1103/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1105 * usual params - 1077 * usual params -
1106 * op = player 1078 * op = player
1107 * caster = object casting the spell. 1079 * caster = object casting the spell.
1108 * dir = direction being cast 1080 * dir = direction being cast
1109 * spell = spell object 1081 * spell = spell object
1110 */ 1082 */
1111
1112int 1083int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1085{
1115 object *effect, *target; 1086 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1194 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1195 1166
1196 return 1; 1167 return 1;
1197} 1168}
1198 1169
1199
1200/**************************************************************************** 1170/****************************************************************************
1201 * 1171 *
1202 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1174 * code here is just to move the missile.
1206 1176
1207/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1208void 1178void
1209move_missile (object *op) 1179move_missile (object *op)
1210{ 1180{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1217 { 1182 {
1218 op->destroy (); 1183 op->destroy ();
1219 return; 1184 return;
1220 } 1185 }
1221 1186
1222 owner = op->owner; 1187 mapxy pos (op);
1223#if 0 1188 pos.move (op->direction);
1224 /* It'd make things nastier if this wasn't here - spells cast by 1189
1225 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1226 */
1227 if (owner == NULL)
1228 { 1191 {
1229 op->destroy (); 1192 op->destroy ();
1230 return; 1193 return;
1231 } 1194 }
1232#endif
1233 1195
1234 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1235 new_y = op->y + DIRY (op);
1236 1197
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1199 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1244 */ 1203 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1204 op->destroy ();
1256 return; 1205 return;
1257 } 1206 }
1258 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1261 { 1216 {
1262 op->direction = i; 1217 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1264 } 1219 }
1265 1220
1266 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1267} 1222}
1268 1223
1269/**************************************************************************** 1224/****************************************************************************
1270 * Destruction 1225 * Destruction
1271 ****************************************************************************/ 1226 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1278 */ 1233 */
1279
1280int 1234int
1281make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1282{ 1236{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1239 return 0;
1288 1240
1289 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1243 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1248
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1302 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1304 1253
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1254 return 1;
1311} 1255}
1312
1313
1314
1315 1256
1316int 1257int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1259{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1281 else if (caster->skill)
1341 op->skill = caster->skill; 1282 op->skill = caster->skill;
1342 else 1283 else
1343 op->skill = NULL; 1284 op->skill = NULL;
1344 1285
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1346 1287
1347 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1348 { 1289 {
1349 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1350 { 1291 {
1351 m = op->map; 1292 m = op->map;
1352 sx = op->x + i; 1293 sx = op->x + i;
1353 sy = op->y + j; 1294 sy = op->y + j;
1354 1295
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1313 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1315 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1376 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1320 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380 { 1322 {
1408 { 1350 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1352 return 0;
1411 } 1353 }
1412 1354
1355 tmp = tmp->head_ ();
1356
1413 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1415 { 1359 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1361 {
1418 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1419 { 1363 {
1425 return 0; 1369 return 0;
1426 } 1370 }
1427 } 1371 }
1428 } 1372 }
1429 1373
1430 if (force == NULL) 1374 if (!force)
1431 { 1375 {
1432 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1434 if (spell_ob->race) 1379 if (spell_ob->race)
1435 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1436 else 1381 else
1437 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1438 1383
1448 { 1393 {
1449 force->duration = duration; 1394 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1396 }
1452 else 1397 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1399
1456 return 1; 1400 return 1;
1457 } 1401 }
1402
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1404 force->speed = 1.f;
1460 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1462 1407
1463 if (god) 1408 if (god)
1464 { 1409 {
1465 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1428 tmp->update_stats ();
1484 return 1; 1429 return 1;
1485 1430
1486} 1431}
1487
1488 1432
1489/********************************************************************** 1433/**********************************************************************
1490 * mood change 1434 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1467 race = god->race;
1524 else 1468 else
1525 race = spell->race; 1469 race = spell->race;
1526 1470
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1473 {
1531
1532 done_one = 0; 1474 done_one = 0;
1533 m = op->map; 1475 m = op->map;
1534 nx = x; 1476 nx = x;
1535 ny = y; 1477 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1481
1540 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1542 continue; 1484 continue;
1543 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1493 break;
1547 1494
1548 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1503 head = tmp;
1557 1504
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1560 continue; 1507 continue;
1508
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1510 continue;
1563 1511
1564 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1513 best_at = -1;
1582 at -= level / 5; 1530 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1584 continue; 1532 continue;
1585 } 1533 }
1586 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1600 if (head->level > level) 1548 if (head->level > level)
1601 continue; 1549 continue;
1550
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1552 /* Failed, no effect */
1604 continue; 1553 continue;
1605 } 1554 }
1606 1555
1607 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1608 1557
1609 /* aggravation */ 1558 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1560 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1562 remove_friendly_object (head);
1615
1616 done_one = 1; 1563 done_one = 1;
1617 head->enemy = op; 1564 head->enemy = op;
1618 } 1565 }
1619 1566
1620 /* calm monsters */ 1567 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1577 {
1631 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1579 done_one = 1;
1633 } 1580 }
1581
1634 /* charm */ 1582 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1584 {
1637 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1591 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1720 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1670 * the surround spaces.
1722 */ 1671 */
1723 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1724 { 1673 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1729 1676
1730 m = op->map; 1677 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1686
1740 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)))
1741 { 1688 {
1742 if (j) 1689 if (j)
1743 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1744 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1693 }
1747 1694
1748 /* insert the other arch */ 1695 /* insert the other arch */
1749 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))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1711
1765 op->direction = i; 1712 op->direction = i;
1766 } 1713 }
1767} 1714}
1768 1715
1769
1770/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1771 * 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
1772 * 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
1773 * 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
1774 * 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
1775 * 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.
1776 */ 1722 */
1777
1778void 1723void
1779move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1780{ 1725{
1781#if 0 1726#if 0
1782 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 };
1783 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 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1730 int adjustdir;
1786 maptile *m; 1731 maptile *m;
1787#endif 1732#endif
1788 int basedir;
1789 object *owner; 1733 object *owner = op->env;
1790 1734
1791 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1792 if (op->duration == 0 || owner == NULL)
1793 { 1736 {
1794 op->destroy (); 1737 op->destroy ();
1795 return; 1738 return;
1796 } 1739 }
1797 1740
1798 op->duration--; 1741 op->duration--;
1799 1742
1800 basedir = op->direction; 1743 int basedir = op->direction;
1801 if (basedir == 0) 1744 if (!basedir)
1802 {
1803 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1805 }
1806 1747
1807#if 0 1748#if 0
1808 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1752 // space.
1812 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1813 // (schmorp) 1754 // (schmorp)
1814 1755
1815 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1816 * more uniform 1757 * more uniform
1817 */ 1758 */
1870 { 1811 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1817 }
1877} 1818}
1878
1879
1880
1881 1819
1882/* fire_swarm: 1820/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1823 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1829 * n: the number to be fired.
1892 */ 1830 */
1893
1894int 1831int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1833{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1834 if (!spell->other_arch)
1901 return 0; 1835 return 0;
1902 1836
1903 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1905 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1911 1842
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1914 return 1; 1845 return 1;
1915 1846
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1850
1920 tmp->direction = dir; 1851 tmp->direction = dir;
1921 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1855
1923 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1924 return 1; 1858 return 1;
1925} 1859}
1926
1927 1860
1928/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1929 * function. 1862 * function.
1930 */ 1863 */
1931int 1864int
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1896 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1898 if (target->head)
1966 target = target->head; 1899 target = target->head;
1900
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1969 } 1903 }
1970 } 1904 }
1971 1905
1972 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1992 } 1926 }
1993 1927
1994 m->insert (tmp, x, y, op); 1928 m->insert (tmp, x, y, op);
1995 return 1; 1929 return 1;
1996} 1930}
1997
1998
1999
2000 1931
2001/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1933 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2006 */ 1937 */
2007
2008int 1938int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1940{
2011 sint16 x, y; 1941 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1950 * direction the player is pointing.
2021 */ 1951 */
2022 if (!dir) 1952 if (!dir)
2023 dir = op->facing; 1953 dir = op->facing;
1954
2024 if (!dir) 1955 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2026 1957
2027 /* Calculate these once here */ 1958 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2062 /* do level adjustments */ 1993 /* do level adjustments */
2063 if (disease->stats.wc) 1994 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2065 1996
2066 if (disease->magic > 0) 1997 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2068 1999
2069 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2071 2002
2072 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2038 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2109 2040
2110 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2111 { 2042 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2044
2116 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2047 return 1;
2119 } 2048 }
2120 2049
2121 disease->destroy (); 2050 disease->destroy ();
2122 } 2051 }

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