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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.62 by root, Mon Jul 14 00:04:57 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 */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 object *tmp;
169 int mflags; 164 int mflags;
170 sint16 x, y; 165 sint16 x, y;
171 maptile *m; 166 maptile *m;
172 167
173 if (--op->duration < 0) 168 if (--op->duration < 0)
246 else 241 else
247 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 243 object *tmp = op->clone ();
249 244
250 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 248 tmp->duration++;
254 249
255 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 251 * going off in other directions.
257 */ 252 */
258 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 255
263 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
265 */ 258 */
266 op->range = 0; 259 op->range = 0;
290 return 0; 283 return 0;
291 284
292 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
295 if (spob->slaying) 289 if (spob->slaying)
296 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
301 296
337 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 333 move_bolt (tmp);
339 334
340 return 1; 335 return 1;
341} 336}
342
343
344 337
345/*************************************************************************** 338/***************************************************************************
346 * 339 *
347 * BULLET/BALL CODE 340 * BULLET/BALL CODE
348 * 341 *
349 ***************************************************************************/ 342 ***************************************************************************/
350 343
351/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 346 * At least that is what I think this does.
354 */ 347 */
355void 348void
356explosion (object *op) 349explosion (object *op)
357{ 350{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 375 {
383 object *tmp = op->clone (); 376 object *tmp = op->clone ();
384 377
385 tmp->state = 0; 378 tmp->state = 0;
386 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
387 tmp->range--; 380 tmp->range--;
388 tmp->value = 0; 381 tmp->value = 0;
389 382
390 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
391 } 384 }
392 } 385 }
393 } 386 }
394} 387}
395
396 388
397/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
399 * explode. 391 * explode.
400 */ 392 */
410 return; 402 return;
411 } 403 }
412 404
413 if (op->env) 405 if (op->env)
414 { 406 {
415 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 410 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 412 op->destroy ();
420 return; 413 return;
421 } 414 }
439 } 432 }
440 433
441 if (op->attacktype) 434 if (op->attacktype)
442 { 435 {
443 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
444 if (op->destroyed ()) 438 if (op->destroyed ())
445 return; 439 return;
446 } 440 }
447 441
448 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
488 482
489 /* Prevent recursion */ 483 /* Prevent recursion */
490 op->move_on = 0; 484 op->move_on = 0;
491 485
492 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
493 /* remove the firebullet */ 489 /* remove the firebullet */
494 op->destroy (); 490 op->destroy ();
495} 491}
496 492
497/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
519 515
520 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
522 return; 518 return;
523 519
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 521 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 523 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 527 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 529 {
533 op->destroy (); 530 op->destroy ();
605 } 602 }
606 else 603 else
607 check_bullet (op); 604 check_bullet (op);
608} 605}
609 606
610
611
612
613/* fire_bullet 607/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 611 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
619 * pointers. 613 * pointers.
620 */ 614 */
621
622int 615int
623fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 617{
625 object *tmp = NULL; 618 object *tmp = NULL;
626 int mflags; 619 int mflags;
627 620
628 if (!spob->other_arch) 621 if (!spob->other_arch)
629 return 0; 622 return 0;
630 623
631 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 625 if (!tmp)
633 return 0; 626 return 0;
634 627
635 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 631 if (spob->slaying)
639 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
640 633
650 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
651 644
652 tmp->set_owner (op); 645 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
654 647
655 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 650 tmp->map = op->map;
658 651
659 maptile *newmap; 652 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 676 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 677 check_bullet (tmp);
685 678
686 return 1; 679 return 1;
687} 680}
688
689
690
691 681
692/***************************************************************************** 682/*****************************************************************************
693 * 683 *
694 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
695 * 685 *
696 *****************************************************************************/ 686 *****************************************************************************/
697 687
698
699/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
700void 689void
701cone_drop (object *op) 690cone_drop (object *op)
702{ 691{
703 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 705
717void 706void
718move_cone (object *op) 707move_cone (object *op)
719{ 708{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 710 if (!op->map)
724 { 711 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 713 op->set_speed (0);
756 check_spell_knockback (op); 743 check_spell_knockback (op);
757 744
758 if (op->destroyed ()) 745 if (op->destroyed ())
759 return; 746 return;
760 747
761 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
762 { 749 {
763 op->destroy (); 750 op->destroy ();
764 return; 751 return;
765 } 752 }
766 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
771 { 758 {
772 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
773 return; 760 return;
774 } 761 }
775 762
776 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
777 { 764 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 766
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 768 {
828 815
829 /* Need to know what the movetype of the object we are about 816 /* 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 817 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 818 * insert it into is blocked.
832 */ 819 */
833 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
834 821
835 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
836 { 823 {
837 sint16 x, y, d; 824 sint16 x, y, d;
838 825
917 else 904 else
918 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
919 } 906 }
920 907
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 910
924 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 913
927 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
928 915
929 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 917 * a single space too many times.
942 * 929 *
943 * BOMB related code 930 * BOMB related code
944 * 931 *
945 ****************************************************************************/ 932 ****************************************************************************/
946 933
947
948/* This handles an exploding bomb. 934/* This handles an exploding bomb.
949 * op is the original bomb object. 935 * op is the original bomb object.
950 */ 936 */
951void 937void
952animate_bomb (object *op) 938animate_bomb (object *op)
953{ 939{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 941 return;
959 942
960 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
961 944
962 if (op->env) 945 if (op->env)
963 { 946 {
964 if (env->map == NULL) 947 if (env->map == NULL)
965 return; 948 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 949
970 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
971 return; 951 return;
972 } 952 }
973 953
984 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 965 * so just set up the appropriate values.
986 */ 966 */
987 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
988 { 968 {
989 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
990 { 970 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 971 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 972 continue;
993 973
994 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
995 tmp->direction = i; 975 tmp->direction = i;
996 tmp->range = op->range; 976 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 978 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1013} 993}
1014 994
1015int 995int
1016create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 997{
1018
1019 object *tmp; 998 object *tmp;
1020 int mflags; 999 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1001 maptile *m;
1023 1002
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1005 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1007 return 0;
1029 } 1008 }
1009
1030 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1031 1011
1032 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1014 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1035 * dir is the direction to look in.
1056 * range is how far out to look. 1036 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1037 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1059 */ 1039 */
1060
1061object * 1040object *
1062get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1063{ 1042{
1064 object *target; 1043 object *target;
1065 sint16 x, y; 1044 sint16 x, y;
1084 return NULL; 1063 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1065 return NULL;
1087 1066
1088 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1068 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1070 return target;
1095 }
1096 }
1097 }
1098 } 1071 }
1072
1099 return NULL; 1073 return NULL;
1100} 1074}
1101
1102 1075
1103/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1105 * usual params - 1078 * usual params -
1106 * op = player 1079 * op = player
1107 * caster = object casting the spell. 1080 * caster = object casting the spell.
1108 * dir = direction being cast 1081 * dir = direction being cast
1109 * spell = spell object 1082 * spell = spell object
1110 */ 1083 */
1111
1112int 1084int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1086{
1115 object *effect, *target; 1087 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1194 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1195 1167
1196 return 1; 1168 return 1;
1197} 1169}
1198 1170
1199
1200/**************************************************************************** 1171/****************************************************************************
1201 * 1172 *
1202 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1174 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1175 * code here is just to move the missile.
1206 1177
1207/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1208void 1179void
1209move_missile (object *op) 1180move_missile (object *op)
1210{ 1181{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1217 { 1183 {
1218 op->destroy (); 1184 op->destroy ();
1219 return; 1185 return;
1220 } 1186 }
1221 1187
1222 owner = op->owner; 1188 mapxy pos (op);
1223#if 0 1189 pos.move (op->direction);
1224 /* It'd make things nastier if this wasn't here - spells cast by 1190
1225 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1226 */
1227 if (owner == NULL)
1228 { 1192 {
1229 op->destroy (); 1193 op->destroy ();
1230 return; 1194 return;
1231 } 1195 }
1232#endif
1233 1196
1234 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1235 new_y = op->y + DIRY (op);
1236 1198
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 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 { 1200 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1244 */ 1204 */
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 (); 1205 op->destroy ();
1256 return; 1206 return;
1257 } 1207 }
1258 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1261 { 1217 {
1262 op->direction = i; 1218 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1264 } 1220 }
1265 1221
1266 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1267} 1223}
1268 1224
1269/**************************************************************************** 1225/****************************************************************************
1270 * Destruction 1226 * Destruction
1271 ****************************************************************************/ 1227 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1230 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1278 */ 1234 */
1279
1280int 1235int
1281make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1282{ 1237{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1240 return 0;
1288 1241
1289 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1244 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1249
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); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1302 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1304 1254
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; 1255 return 1;
1311} 1256}
1312
1313
1314
1315 1257
1316int 1258int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1260{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1282 else if (caster->skill)
1341 op->skill = caster->skill; 1283 op->skill = caster->skill;
1342 else 1284 else
1343 op->skill = NULL; 1285 op->skill = NULL;
1344 1286
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1346 1288
1347 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1348 { 1290 {
1349 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1350 { 1292 {
1351 m = op->map; 1293 m = op->map;
1352 sx = op->x + i; 1294 sx = op->x + i;
1353 sy = op->y + j; 1295 sy = op->y + j;
1354 1296
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1314 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1316 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1376 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1378 } 1321 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1380 { 1323 {
1408 { 1351 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1353 return 0;
1411 } 1354 }
1412 1355
1356 tmp = tmp->head_ ();
1357
1413 /* If we've already got a force of this type, don't add a new one. */ 1358 /* 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) 1359 for (force = tmp->inv; force; force = force->below)
1415 { 1360 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1362 {
1418 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1419 { 1364 {
1425 return 0; 1370 return 0;
1426 } 1371 }
1427 } 1372 }
1428 } 1373 }
1429 1374
1430 if (force == NULL) 1375 if (!force)
1431 { 1376 {
1432 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1434 if (spell_ob->race) 1380 if (spell_ob->race)
1435 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1436 else 1382 else
1437 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1438 1384
1448 { 1394 {
1449 force->duration = duration; 1395 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1396 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1397 }
1452 else 1398 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1399 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1400
1456 return 1; 1401 return 1;
1457 } 1402 }
1403
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1404 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1405 force->speed = 1.f;
1460 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1462 1408
1463 if (god) 1409 if (god)
1464 { 1410 {
1465 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1585 at -= level / 5; 1531 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1587 continue; 1533 continue;
1588 } 1534 }
1589 else /* spell->attacktype */ 1535 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 1536 {
1537 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541
1542 The chance will then be in the range [20-70] percent, not too bad.
1543
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster...
1546
1547 Ryo, august 14th
1548 */
1603 if (head->level > level) 1549 if (head->level > level)
1604 continue; 1550 continue;
1551
1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1606 /* Failed, no effect */ 1553 /* Failed, no effect */
1607 continue; 1554 continue;
1608 } 1555 }
1609 1556
1611 1558
1612 /* aggravation */ 1559 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1561 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1563 remove_friendly_object (head);
1618
1619 done_one = 1; 1564 done_one = 1;
1620 head->enemy = op; 1565 head->enemy = op;
1621 } 1566 }
1622 1567
1623 /* calm monsters */ 1568 /* calm monsters */
1636 } 1581 }
1637 1582
1638 /* charm */ 1583 /* charm */
1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1640 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 Typical use case is charm, go somwhere, use aggravation to make hostile.
1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1645 head->set_owner (op); 1592 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1664 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1665 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1666 * op is the spell effect. 1613 * op is the spell effect.
1667 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1668 */ 1615 */
1669
1670void 1616void
1671move_ball_spell (object *op) 1617move_ball_spell (object *op)
1672{ 1618{
1673 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1674 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1723 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1670 * the surround spaces.
1725 */ 1671 */
1726 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1727 { 1673 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1732 1676
1733 m = op->map; 1677 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1742 1686
1743 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)))
1744 { 1688 {
1745 if (j) 1689 if (j)
1746 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1747 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1748
1749 } 1693 }
1750 1694
1751 /* insert the other arch */ 1695 /* insert the other arch */
1752 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))))
1753 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1767 1711
1768 op->direction = i; 1712 op->direction = i;
1769 } 1713 }
1770} 1714}
1771 1715
1772
1773/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1774 * 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
1775 * 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
1776 * 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
1777 * 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
1778 * 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.
1779 */ 1722 */
1780
1781void 1723void
1782move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1783{ 1725{
1784#if 0 1726#if 0
1785 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 };
1786 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 };
1787 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1788 int adjustdir; 1730 int adjustdir;
1789 maptile *m; 1731 maptile *m;
1790#endif 1732#endif
1791 int basedir;
1792 object *owner; 1733 object *owner = op->env;
1793 1734
1794 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1795 if (op->duration == 0 || owner == NULL)
1796 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1797 op->destroy (); 1738 op->destroy ();
1798 return; 1739 return;
1799 } 1740 }
1800 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1801 op->duration--; 1748 op->duration--;
1802 1749
1803 basedir = op->direction; 1750 int basedir = op->direction;
1804 if (basedir == 0) 1751 if (!basedir)
1805 { 1752 {
1806 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1807 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1808 } 1756 }
1809 1757
1810#if 0 1758#if 0
1811 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1761 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space. 1762 // space.
1815 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1816 // (schmorp) 1764 // (schmorp)
1817 1765
1818 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1819 * more uniform 1767 * more uniform
1820 */ 1768 */
1873 { 1821 {
1874 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1875 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1876 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1877 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1878 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1879 } 1827 }
1880} 1828}
1881
1882
1883
1884 1829
1885/* fire_swarm: 1830/* fire_swarm:
1886 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1887 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1888 * the parts of the swarm. 1833 * the parts of the swarm.
1891 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1892 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1893 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1894 * n: the number to be fired. 1839 * n: the number to be fired.
1895 */ 1840 */
1896
1897int 1841int
1898fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1899{ 1843{
1900 object *tmp;
1901 int i;
1902
1903 if (!spell->other_arch) 1844 if (!spell->other_arch)
1904 return 0; 1845 return 0;
1905 1846
1906 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1907 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1908 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1909
1910 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1911 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1912
1913 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1914 1853
1915 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1916 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1917 return 1; 1856 return 1;
1918 1857
1919 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1920 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1921 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1922 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1923 tmp->direction = dir; 1864 tmp->direction = dir;
1924 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1925 1867
1926 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1927 return 1; 1870 return 1;
1928} 1871}
1929
1930 1872
1931/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1932 * function. 1874 * function.
1933 */ 1875 */
1934int 1876int
1965 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1966 { 1908 {
1967 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1968 if (target->head) 1910 if (target->head)
1969 target = target->head; 1911 target = target->head;
1912
1970 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1971 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1972 } 1915 }
1973 } 1916 }
1974 1917
1975 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1995 } 1938 }
1996 1939
1997 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1998 return 1; 1941 return 1;
1999} 1942}
2000
2001
2002
2003 1943
2004/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1945 * player and infects someone.
2006 * op is the player/monster, caster is the object, dir is the direction 1946 * op is the player/monster, caster is the object, dir is the direction
2007 * to cast, disease_arch is the specific disease, and type is the spell number 1947 * to cast, disease_arch is the specific disease, and type is the spell number
2008 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2009 */ 1949 */
2010
2011int 1950int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1952{
2014 sint16 x, y; 1953 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2022 /* If casting from a scroll, no direction will be available, so refer to the 1961 /* If casting from a scroll, no direction will be available, so refer to the
2023 * direction the player is pointing. 1962 * direction the player is pointing.
2024 */ 1963 */
2025 if (!dir) 1964 if (!dir)
2026 dir = op->facing; 1965 dir = op->facing;
1966
2027 if (!dir) 1967 if (!dir)
2028 return 0; /* won't find anything if casting on ourself, so just return */ 1968 return 0; /* won't find anything if casting on ourself, so just return */
2029 1969
2030 /* Calculate these once here */ 1970 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2065 /* do level adjustments */ 2005 /* do level adjustments */
2066 if (disease->stats.wc) 2006 if (disease->stats.wc)
2067 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2068 2008
2069 if (disease->magic > 0) 2009 if (disease->magic > 0)
2070 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2071 2011
2072 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2074 2014
2075 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2110 if (disease->stats.sp) 2050 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2051 disease->stats.sp -= dam_mod;
2112 2052
2113 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2114 { 2054 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2055 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2118 2056
2119 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2059 return 1;
2122 } 2060 }
2123 2061
2124 disease->destroy (); 2062 disease->destroy ();
2125 } 2063 }

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