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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 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.
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 */
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 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
245 else 240 else
246 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 242 object *tmp = op->clone ();
248 243
249 m->insert (tmp, x, y, op); 244 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 247 tmp->duration++;
253 248
254 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 250 * going off in other directions.
256 */ 251 */
257 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 254
262 /* 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
263 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
264 */ 257 */
265 op->range = 0; 258 op->range = 0;
289 return 0; 282 return 0;
290 283
291 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
294 if (spob->slaying) 288 if (spob->slaying)
295 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
300 295
336 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 332 move_bolt (tmp);
338 333
339 return 1; 334 return 1;
340} 335}
341
342
343 336
344/*************************************************************************** 337/***************************************************************************
345 * 338 *
346 * BULLET/BALL CODE 339 * BULLET/BALL CODE
347 * 340 *
348 ***************************************************************************/ 341 ***************************************************************************/
349 342
350/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 345 * At least that is what I think this does.
353 */ 346 */
354void 347void
355explosion (object *op) 348explosion (object *op)
356{ 349{
380 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))
381 { 374 {
382 object *tmp = op->clone (); 375 object *tmp = op->clone ();
383 376
384 tmp->state = 0; 377 tmp->state = 0;
385 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
386 tmp->range--; 379 tmp->range--;
387 tmp->value = 0; 380 tmp->value = 0;
388 381
389 m->insert (tmp, dx, dy, op); 382 m->insert (tmp, dx, dy, op);
390 } 383 }
391 } 384 }
392 } 385 }
393} 386}
394
395 387
396/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
398 * explode. 390 * explode.
399 */ 391 */
409 return; 401 return;
410 } 402 }
411 403
412 if (op->env) 404 if (op->env)
413 { 405 {
414 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
415 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))
416 { 409 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 411 op->destroy ();
419 return; 412 return;
420 } 413 }
438 } 431 }
439 432
440 if (op->attacktype) 433 if (op->attacktype)
441 { 434 {
442 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
443 if (op->destroyed ()) 437 if (op->destroyed ())
444 return; 438 return;
445 } 439 }
446 440
447 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
487 481
488 /* Prevent recursion */ 482 /* Prevent recursion */
489 op->move_on = 0; 483 op->move_on = 0;
490 484
491 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
492 /* remove the firebullet */ 488 /* remove the firebullet */
493 op->destroy (); 489 op->destroy ();
494} 490}
495 491
496/* 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
518 514
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
521 return; 517 return;
522 518
523 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)
524 { 520 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 522 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 526 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 528 {
532 op->destroy (); 529 op->destroy ();
604 } 601 }
605 else 602 else
606 check_bullet (op); 603 check_bullet (op);
607} 604}
608 605
609
610
611
612/* fire_bullet 606/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 610 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
618 * pointers. 612 * pointers.
619 */ 613 */
620
621int 614int
622fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 616{
624 object *tmp = NULL; 617 object *tmp = NULL;
625 int mflags; 618 int mflags;
626 619
627 if (!spob->other_arch) 620 if (!spob->other_arch)
628 return 0; 621 return 0;
629 622
630 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 624 if (!tmp)
632 return 0; 625 return 0;
633 626
634 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 630 if (spob->slaying)
638 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
639 632
649 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
650 643
651 tmp->set_owner (op); 644 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
653 646
654 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 649 tmp->map = op->map;
657 650
658 maptile *newmap; 651 maptile *newmap;
659 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);
660 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 675 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 676 check_bullet (tmp);
684 677
685 return 1; 678 return 1;
686} 679}
687
688
689
690 680
691/***************************************************************************** 681/*****************************************************************************
692 * 682 *
693 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
694 * 684 *
695 *****************************************************************************/ 685 *****************************************************************************/
696 686
697
698/* 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" */
699void 688void
700cone_drop (object *op) 689cone_drop (object *op)
701{ 690{
702 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 704
716void 705void
717move_cone (object *op) 706move_cone (object *op)
718{ 707{
719 int i;
720
721 /* 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 */
722 if (!op->map) 709 if (!op->map)
723 { 710 {
724 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");
725 op->set_speed (0); 712 op->set_speed (0);
770 { 757 {
771 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
772 return; 759 return;
773 } 760 }
774 761
775 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
776 { 763 {
777 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)];
778 765
779 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))
780 { 767 {
827 814
828 /* 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
829 * 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
830 * insert it into is blocked. 817 * insert it into is blocked.
831 */ 818 */
832 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
833 820
834 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
835 { 822 {
836 sint16 x, y, d; 823 sint16 x, y, d;
837 824
916 else 903 else
917 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
918 } 905 }
919 906
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 909
923 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
924 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);
925 912
926 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
927 914
928 /* 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
929 * a single space too many times. 916 * a single space too many times.
941 * 928 *
942 * BOMB related code 929 * BOMB related code
943 * 930 *
944 ****************************************************************************/ 931 ****************************************************************************/
945 932
946
947/* This handles an exploding bomb. 933/* This handles an exploding bomb.
948 * op is the original bomb object. 934 * op is the original bomb object.
949 */ 935 */
950void 936void
951animate_bomb (object *op) 937animate_bomb (object *op)
952{ 938{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 940 return;
958 941
959 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
960 943
961 if (op->env) 944 if (op->env)
962 { 945 {
963 if (env->map == NULL) 946 if (env->map == NULL)
964 return; 947 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 948
969 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
970 return; 950 return;
971 } 951 }
972 952
983 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 964 * so just set up the appropriate values.
985 */ 965 */
986 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
987 { 967 {
988 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
989 { 969 {
990 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]))
991 continue; 971 continue;
992 972
993 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
994 tmp->direction = i; 974 tmp->direction = i;
995 tmp->range = op->range; 975 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 977 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1012} 992}
1013 993
1014int 994int
1015create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 996{
1017
1018 object *tmp; 997 object *tmp;
1019 int mflags; 998 int mflags;
1020 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];
1021 maptile *m; 1000 maptile *m;
1022 1001
1024 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))
1025 { 1004 {
1026 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.");
1027 return 0; 1006 return 0;
1028 } 1007 }
1008
1029 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1030 1010
1031 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1034 * dir is the direction to look in.
1055 * range is how far out to look. 1035 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1058 */ 1038 */
1059
1060object * 1039object *
1061get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1062{ 1041{
1063 object *target; 1042 object *target;
1064 sint16 x, y; 1043 sint16 x, y;
1083 return NULL; 1062 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1064 return NULL;
1086 1065
1087 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1069 return target;
1094 }
1095 }
1096 }
1097 } 1070 }
1071
1098 return NULL; 1072 return NULL;
1099} 1073}
1100
1101 1074
1102/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1104 * usual params - 1077 * usual params -
1105 * op = player 1078 * op = player
1106 * caster = object casting the spell. 1079 * caster = object casting the spell.
1107 * dir = direction being cast 1080 * dir = direction being cast
1108 * spell = spell object 1081 * spell = spell object
1109 */ 1082 */
1110
1111int 1083int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1085{
1114 object *effect, *target; 1086 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1194 1166
1195 return 1; 1167 return 1;
1196} 1168}
1197 1169
1198
1199/**************************************************************************** 1170/****************************************************************************
1200 * 1171 *
1201 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1174 * code here is just to move the missile.
1205 1176
1206/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1207void 1178void
1208move_missile (object *op) 1179move_missile (object *op)
1209{ 1180{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1216 { 1182 {
1217 op->destroy (); 1183 op->destroy ();
1218 return; 1184 return;
1219 } 1185 }
1220 1186
1221 owner = op->owner; 1187 mapxy pos (op);
1222#if 0 1188 pos.move (op->direction);
1223 /* It'd make things nastier if this wasn't here - spells cast by 1189
1224 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1225 */
1226 if (owner == NULL)
1227 { 1191 {
1228 op->destroy (); 1192 op->destroy ();
1229 return; 1193 return;
1230 } 1194 }
1231#endif
1232 1195
1233 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1234 new_y = op->y + DIRY (op);
1235 1197
1236 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))
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1199 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1203 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1204 op->destroy ();
1255 return; 1205 return;
1256 } 1206 }
1257 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1258 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);
1259 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1260 { 1216 {
1261 op->direction = i; 1217 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1263 } 1219 }
1264 1220
1265 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1266} 1222}
1267 1223
1268/**************************************************************************** 1224/****************************************************************************
1269 * Destruction 1225 * Destruction
1270 ****************************************************************************/ 1226 ****************************************************************************/
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1277 */ 1233 */
1278
1279int 1234int
1280make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1281{ 1236{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1239 return 0;
1287 1240
1288 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1243 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1248
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1301 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1303 1253
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1254 return 1;
1310} 1255}
1311
1312
1313
1314 1256
1315int 1257int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1259{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1281 else if (caster->skill)
1340 op->skill = caster->skill; 1282 op->skill = caster->skill;
1341 else 1283 else
1342 op->skill = NULL; 1284 op->skill = NULL;
1343 1285
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1345 1287
1346 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1347 { 1289 {
1348 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1349 { 1291 {
1350 m = op->map; 1292 m = op->map;
1351 sx = op->x + i; 1293 sx = op->x + i;
1352 sy = op->y + j; 1294 sy = op->y + j;
1353 1295
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1313 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1315 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1375 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1376 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);
1377 } 1320 }
1378 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)
1379 { 1322 {
1407 { 1350 {
1408 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.");
1409 return 0; 1352 return 0;
1410 } 1353 }
1411 1354
1355 tmp = tmp->head_ ();
1356
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1414 { 1359 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1361 {
1417 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1418 { 1363 {
1424 return 0; 1369 return 0;
1425 } 1370 }
1426 } 1371 }
1427 } 1372 }
1428 1373
1429 if (force == NULL) 1374 if (!force)
1430 { 1375 {
1431 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1433 if (spell_ob->race) 1379 if (spell_ob->race)
1434 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1435 else 1381 else
1436 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1437 1383
1447 { 1393 {
1448 force->duration = duration; 1394 force->duration = duration;
1449 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.");
1450 } 1396 }
1451 else 1397 else
1452 {
1453 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.");
1454 } 1399
1455 return 1; 1400 return 1;
1456 } 1401 }
1402
1457 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;
1458 force->speed = 1.0; 1404 force->speed = 1.f;
1459 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1461 1407
1462 if (god) 1408 if (god)
1463 { 1409 {
1464 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1584 at -= level / 5; 1530 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1586 continue; 1532 continue;
1587 } 1533 }
1588 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1589 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593
1594 The chance will then be in the range [20-70] percent, not too bad.
1595
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster...
1598
1599 Ryo, august 14th
1600 */
1601 { 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 */
1602 if (head->level > level) 1548 if (head->level > level)
1603 continue; 1549 continue;
1550
1604 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))))
1605 /* Failed, no effect */ 1552 /* Failed, no effect */
1606 continue; 1553 continue;
1607 } 1554 }
1608 1555
1610 1557
1611 /* aggravation */ 1558 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1560 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1562 remove_friendly_object (head);
1617
1618 done_one = 1; 1563 done_one = 1;
1619 head->enemy = op; 1564 head->enemy = op;
1620 } 1565 }
1621 1566
1622 /* calm monsters */ 1567 /* calm monsters */
1635 } 1580 }
1636 1581
1637 /* charm */ 1582 /* charm */
1638 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))
1639 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 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.
1642 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. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1591 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
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)
2110 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2111 { 2042 {
2112 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);
2113 2044
2114 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2047 return 1;
2117 } 2048 }
2118 2049
2119 disease->destroy (); 2050 disease->destroy ();
2120 } 2051 }

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