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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.59 by root, Sat May 17 15:25:19 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
158} 155}
159 156
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
162 */ 159 */
163
164void 160void
165move_bolt (object *op) 161move_bolt (object *op)
166{ 162{
167 int mflags; 163 int mflags;
168 sint16 x, y; 164 sint16 x, y;
251 tmp->duration++; 247 tmp->duration++;
252 248
253 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 250 * going off in other directions.
255 */ 251 */
256 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 254
261 /* 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
262 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
263 */ 257 */
264 op->range = 0; 258 op->range = 0;
288 return 0; 282 return 0;
289 283
290 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
293 if (spob->slaying) 288 if (spob->slaying)
294 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
299 295
343 * BULLET/BALL CODE 339 * BULLET/BALL CODE
344 * 340 *
345 ***************************************************************************/ 341 ***************************************************************************/
346 342
347/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 345 * At least that is what I think this does.
350 */ 346 */
351void 347void
352explosion (object *op) 348explosion (object *op)
353{ 349{
405 return; 401 return;
406 } 402 }
407 403
408 if (op->env) 404 if (op->env)
409 { 405 {
410 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
411 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))
412 { 409 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 411 op->destroy ();
415 return; 412 return;
416 } 413 }
434 } 431 }
435 432
436 if (op->attacktype) 433 if (op->attacktype)
437 { 434 {
438 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
439 if (op->destroyed ()) 437 if (op->destroyed ())
440 return; 438 return;
441 } 439 }
442 440
443 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
483 481
484 /* Prevent recursion */ 482 /* Prevent recursion */
485 op->move_on = 0; 483 op->move_on = 0;
486 484
487 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
488 /* remove the firebullet */ 488 /* remove the firebullet */
489 op->destroy (); 489 op->destroy ();
490} 490}
491 491
492/* 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 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 520 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 522 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 526 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 528 {
528 op->destroy (); 529 op->destroy ();
617 int mflags; 618 int mflags;
618 619
619 if (!spob->other_arch) 620 if (!spob->other_arch)
620 return 0; 621 return 0;
621 622
622 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 624 if (!tmp)
624 return 0; 625 return 0;
625 626
626 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 630 if (spob->slaying)
630 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
631 632
641 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
642 643
643 tmp->set_owner (op); 644 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
645 646
646 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 649 tmp->map = op->map;
649 650
650 maptile *newmap; 651 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
702/* 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 */
703 704
704void 705void
705move_cone (object *op) 706move_cone (object *op)
706{ 707{
707 int i;
708
709 /* 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 */
710 if (!op->map) 709 if (!op->map)
711 { 710 {
712 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");
713 op->set_speed (0); 712 op->set_speed (0);
758 { 757 {
759 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
760 return; 759 return;
761 } 760 }
762 761
763 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
764 { 763 {
765 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)];
766 765
767 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))
768 { 767 {
935 * op is the original bomb object. 934 * op is the original bomb object.
936 */ 935 */
937void 936void
938animate_bomb (object *op) 937animate_bomb (object *op)
939{ 938{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 940 return;
945 941
946 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
947 943
948 if (op->env) 944 if (op->env)
949 { 945 {
950 if (env->map == NULL) 946 if (env->map == NULL)
951 return; 947 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 948
956 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
957 return; 950 return;
958 } 951 }
959 952
970 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 964 * so just set up the appropriate values.
972 */ 965 */
973 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
974 { 967 {
975 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
976 { 969 {
977 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]))
978 continue; 971 continue;
979 972
980 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
981 tmp->direction = i; 974 tmp->direction = i;
982 tmp->range = op->range; 975 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 977 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
999} 992}
1000 993
1001int 994int
1002create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 996{
1004
1005 object *tmp; 997 object *tmp;
1006 int mflags; 998 int mflags;
1007 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];
1008 maptile *m; 1000 maptile *m;
1009 1001
1011 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))
1012 { 1004 {
1013 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.");
1014 return 0; 1006 return 0;
1015 } 1007 }
1008
1016 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1017 1010
1018 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1085 * op = player 1078 * op = player
1086 * caster = object casting the spell. 1079 * caster = object casting the spell.
1087 * dir = direction being cast 1080 * dir = direction being cast
1088 * spell = spell object 1081 * spell = spell object
1089 */ 1082 */
1090
1091int 1083int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1085{
1094 object *effect, *target; 1086 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1173 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1174 1166
1175 return 1; 1167 return 1;
1176} 1168}
1177 1169
1178
1179/**************************************************************************** 1170/****************************************************************************
1180 * 1171 *
1181 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1182 * 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
1183 * code here is just to move the missile. 1174 * code here is just to move the missile.
1185 1176
1186/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1187void 1178void
1188move_missile (object *op) 1179move_missile (object *op)
1189{ 1180{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1196 { 1182 {
1197 op->destroy (); 1183 op->destroy ();
1198 return; 1184 return;
1199 } 1185 }
1200 1186
1201 owner = op->owner; 1187 mapxy pos (op);
1202#if 0 1188 pos.move (op->direction);
1203 /* It'd make things nastier if this wasn't here - spells cast by 1189
1204 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1205 */
1206 if (owner == NULL)
1207 { 1191 {
1208 op->destroy (); 1192 op->destroy ();
1209 return; 1193 return;
1210 } 1194 }
1211#endif
1212 1195
1213 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1197
1216 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))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1199 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1203 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1204 op->destroy ();
1235 return; 1205 return;
1236 } 1206 }
1237 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1238 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);
1239 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1240 { 1216 {
1241 op->direction = i; 1217 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1243 } 1219 }
1244 1220
1245 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1246} 1222}
1247 1223
1248/**************************************************************************** 1224/****************************************************************************
1249 * Destruction 1225 * Destruction
1250 ****************************************************************************/ 1226 ****************************************************************************/
1253 * 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
1254 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1257 */ 1233 */
1258
1259int 1234int
1260make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1261{ 1236{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1239 return 0;
1267 1240
1268 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1243 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1275 1248
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1281 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1283 1253
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1254 return 1;
1290} 1255}
1291 1256
1292int 1257int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1318 else 1283 else
1319 op->skill = NULL; 1284 op->skill = NULL;
1320 1285
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1322 1287
1323 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1324 { 1289 {
1325 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1326 { 1291 {
1327 m = op->map; 1292 m = op->map;
1328 sx = op->x + i; 1293 sx = op->x + i;
1329 sy = op->y + j; 1294 sy = op->y + j;
1330 1295
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1313 {
1349 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1350 { 1315 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1352 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1353 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);
1354 } 1320 }
1355 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)
1356 { 1322 {
1384 { 1350 {
1385 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.");
1386 return 0; 1352 return 0;
1387 } 1353 }
1388 1354
1355 tmp = tmp->head_ ();
1356
1389 /* 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. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1391 { 1359 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1361 {
1394 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1395 { 1363 {
1401 return 0; 1369 return 0;
1402 } 1370 }
1403 } 1371 }
1404 } 1372 }
1405 1373
1406 if (force == NULL) 1374 if (!force)
1407 { 1375 {
1408 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1410 if (spell_ob->race) 1379 if (spell_ob->race)
1411 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1412 else 1381 else
1413 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1414 1383
1424 { 1393 {
1425 force->duration = duration; 1394 force->duration = duration;
1426 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.");
1427 } 1396 }
1428 else 1397 else
1429 {
1430 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.");
1431 } 1399
1432 return 1; 1400 return 1;
1433 } 1401 }
1402
1434 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;
1435 force->speed = 1.f; 1404 force->speed = 1.f;
1436 force->speed_left = -1.f; 1405 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1438 1407
1611 } 1580 }
1612 1581
1613 /* charm */ 1582 /* charm */
1614 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))
1615 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 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.
1618 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. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1591 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1715 1686
1716 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)))
1717 { 1688 {
1718 if (j) 1689 if (j)
1719 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1720 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1693 }
1723 1694
1724 /* insert the other arch */ 1695 /* insert the other arch */
1725 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))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1711
1741 op->direction = i; 1712 op->direction = i;
1742 } 1713 }
1743} 1714}
1744 1715
1745
1746/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1747 * 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
1748 * 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
1749 * 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
1750 * 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
1751 * 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.
1752 */ 1722 */
1753
1754void 1723void
1755move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1756{ 1725{
1757#if 0 1726#if 0
1758 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 };
1759 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 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1730 int adjustdir;
1762 maptile *m; 1731 maptile *m;
1763#endif 1732#endif
1764 int basedir;
1765 object *owner; 1733 object *owner = op->env;
1766 1734
1767 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1738 op->destroy ();
1771 return; 1739 return;
1772 } 1740 }
1773 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1774 op->duration--; 1748 op->duration--;
1775 1749
1776 basedir = op->direction; 1750 int basedir = op->direction;
1777 if (basedir == 0) 1751 if (!basedir)
1778 {
1779 /* spray in all directions! 8) */ 1752 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1753 basedir = (op->facing += op->state) % 8 + 1;
1781 }
1782 1754
1783#if 0 1755#if 0
1784 // this is bogus: it causes wrong places to be checked below 1756 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1757 // (a wall 2 cells away will block the effect...) and
1786 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1846 { 1818 {
1847 /* Bullet spells have a bunch more customization that needs to be done */ 1819 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET) 1820 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1821 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1823 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1852 } 1824 }
1853} 1825}
1854
1855
1856
1857 1826
1858/* fire_swarm: 1827/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1828 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1829 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1830 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1833 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1834 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1835 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1836 * n: the number to be fired.
1868 */ 1837 */
1869
1870int 1838int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1839fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1840{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1841 if (!spell->other_arch)
1877 return 0; 1842 return 0;
1878 1843
1879 tmp = get_archetype (SWARM_SPELL); 1844 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1881 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1887 1849
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1890 return 1; 1852 return 1;
1891 1853
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1860 tmp->direction = dir;
1897 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1863
1899 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1900 return 1; 1866 return 1;
1901} 1867}
1902
1903 1868
1904/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1905 * function. 1870 * function.
1906 */ 1871 */
1907int 1872int
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1903 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1904 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1905 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1906 if (target->head)
1942 target = target->head; 1907 target = target->head;
1908
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1909 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1910 return 1; /* one success only! */
1945 } 1911 }
1946 } 1912 }
1947 1913
1948 /* no live target, perhaps a wall is in the way? */ 1914 /* no live target, perhaps a wall is in the way? */
1968 } 1934 }
1969 1935
1970 m->insert (tmp, x, y, op); 1936 m->insert (tmp, x, y, op);
1971 return 1; 1937 return 1;
1972} 1938}
1973
1974
1975
1976 1939
1977/* cast_cause_disease: this spell looks along <dir> from the 1940/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1941 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1942 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1943 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1944 * perhaps this should actually be in disease.c?
1982 */ 1945 */
1983
1984int 1946int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1947cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1948{
1987 sint16 x, y; 1949 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1950 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1957 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1958 * direction the player is pointing.
1997 */ 1959 */
1998 if (!dir) 1960 if (!dir)
1999 dir = op->facing; 1961 dir = op->facing;
1962
2000 if (!dir) 1963 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1964 return 0; /* won't find anything if casting on ourself, so just return */
2002 1965
2003 /* Calculate these once here */ 1966 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1967 range = spell->range + SP_level_range_adjust (caster, spell);
2038 /* do level adjustments */ 2001 /* do level adjustments */
2039 if (disease->stats.wc) 2002 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2003 disease->stats.wc += dur_mod / 2;
2041 2004
2042 if (disease->magic > 0) 2005 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2006 disease->magic += dur_mod / 8;
2044 2007
2045 if (disease->stats.maxhp > 0) 2008 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2009 disease->stats.maxhp += dur_mod;
2047 2010
2048 if (disease->stats.maxgrace > 0) 2011 if (disease->stats.maxgrace > 0)

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