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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 1.62 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 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* 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
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 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))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 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))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
487 482
488 /* Prevent recursion */ 483 /* Prevent recursion */
489 op->move_on = 0; 484 op->move_on = 0;
490 485
491 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
492 /* remove the firebullet */ 489 /* remove the firebullet */
493 op->destroy (); 490 op->destroy ();
494} 491}
495 492
496/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
518 515
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
521 return; 518 return;
522 519
523 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)
524 { 521 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 523 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 527 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 529 {
532 op->destroy (); 530 op->destroy ();
604 } 602 }
605 else 603 else
606 check_bullet (op); 604 check_bullet (op);
607} 605}
608 606
609
610
611
612/* fire_bullet 607/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 611 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
618 * pointers. 613 * pointers.
619 */ 614 */
620
621int 615int
622fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 617{
624 object *tmp = NULL; 618 object *tmp = NULL;
625 int mflags; 619 int mflags;
626 620
627 if (!spob->other_arch) 621 if (!spob->other_arch)
628 return 0; 622 return 0;
629 623
630 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 625 if (!tmp)
632 return 0; 626 return 0;
633 627
634 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 631 if (spob->slaying)
638 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
639 633
649 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
650 644
651 tmp->set_owner (op); 645 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
653 647
654 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 650 tmp->map = op->map;
657 651
658 maptile *newmap; 652 maptile *newmap;
659 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);
660 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 676 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 677 check_bullet (tmp);
684 678
685 return 1; 679 return 1;
686} 680}
687
688
689
690 681
691/***************************************************************************** 682/*****************************************************************************
692 * 683 *
693 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
694 * 685 *
695 *****************************************************************************/ 686 *****************************************************************************/
696 687
697
698/* 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" */
699void 689void
700cone_drop (object *op) 690cone_drop (object *op)
701{ 691{
702 object *new_ob = arch_to_object (op->other_arch); 692 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 705
716void 706void
717move_cone (object *op) 707move_cone (object *op)
718{ 708{
719 int i;
720
721 /* 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 */
722 if (!op->map) 710 if (!op->map)
723 { 711 {
724 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");
725 op->set_speed (0); 713 op->set_speed (0);
755 check_spell_knockback (op); 743 check_spell_knockback (op);
756 744
757 if (op->destroyed ()) 745 if (op->destroyed ())
758 return; 746 return;
759 747
760 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
761 { 749 {
762 op->destroy (); 750 op->destroy ();
763 return; 751 return;
764 } 752 }
765 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
770 { 758 {
771 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
772 return; 760 return;
773 } 761 }
774 762
775 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
776 { 764 {
777 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)];
778 766
779 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))
780 { 768 {
827 815
828 /* 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
829 * 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
830 * insert it into is blocked. 818 * insert it into is blocked.
831 */ 819 */
832 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
833 821
834 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
835 { 823 {
836 sint16 x, y, d; 824 sint16 x, y, d;
837 825
916 else 904 else
917 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
918 } 906 }
919 907
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 910
923 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 913
926 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
927 915
928 /* 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
929 * a single space too many times. 917 * a single space too many times.
941 * 929 *
942 * BOMB related code 930 * BOMB related code
943 * 931 *
944 ****************************************************************************/ 932 ****************************************************************************/
945 933
946
947/* This handles an exploding bomb. 934/* This handles an exploding bomb.
948 * op is the original bomb object. 935 * op is the original bomb object.
949 */ 936 */
950void 937void
951animate_bomb (object *op) 938animate_bomb (object *op)
952{ 939{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 941 return;
958 942
959 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
960 944
961 if (op->env) 945 if (op->env)
962 { 946 {
963 if (env->map == NULL) 947 if (env->map == NULL)
964 return; 948 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 949
969 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
970 return; 951 return;
971 } 952 }
972 953
983 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 965 * so just set up the appropriate values.
985 */ 966 */
986 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
987 { 968 {
988 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
989 { 970 {
990 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]))
991 continue; 972 continue;
992 973
993 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
994 tmp->direction = i; 975 tmp->direction = i;
995 tmp->range = op->range; 976 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 978 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1012} 993}
1013 994
1014int 995int
1015create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 997{
1017
1018 object *tmp; 998 object *tmp;
1019 int mflags; 999 int mflags;
1020 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];
1021 maptile *m; 1001 maptile *m;
1022 1002
1024 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))
1025 { 1005 {
1026 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.");
1027 return 0; 1007 return 0;
1028 } 1008 }
1009
1029 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1030 1011
1031 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1035 * dir is the direction to look in.
1055 * range is how far out to look. 1036 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1038 * this info is used for blocked magic/unholy spaces.
1058 */ 1039 */
1059
1060object * 1040object *
1061get_pointed_target (object *op, int dir, int range, int type) 1041get_pointed_target (object *op, int dir, int range, int type)
1062{ 1042{
1063 object *target; 1043 object *target;
1064 sint16 x, y; 1044 sint16 x, y;
1083 return NULL; 1063 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1064 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1065 return NULL;
1086 1066
1087 if (mflags & P_IS_ALIVE) 1067 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1069 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1070 return target;
1094 }
1095 }
1096 }
1097 } 1071 }
1072
1098 return NULL; 1073 return NULL;
1099} 1074}
1100
1101 1075
1102/* cast_smite_arch() - the priest points to a creature and causes 1076/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1077 * a 'godly curse' to decend.
1104 * usual params - 1078 * usual params -
1105 * op = player 1079 * op = player
1106 * caster = object casting the spell. 1080 * caster = object casting the spell.
1107 * dir = direction being cast 1081 * dir = direction being cast
1108 * spell = spell object 1082 * spell = spell object
1109 */ 1083 */
1110
1111int 1084int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1086{
1114 object *effect, *target; 1087 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1194 1167
1195 return 1; 1168 return 1;
1196} 1169}
1197 1170
1198
1199/**************************************************************************** 1171/****************************************************************************
1200 * 1172 *
1201 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1175 * code here is just to move the missile.
1205 1177
1206/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1207void 1179void
1208move_missile (object *op) 1180move_missile (object *op)
1209{ 1181{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1216 { 1183 {
1217 op->destroy (); 1184 op->destroy ();
1218 return; 1185 return;
1219 } 1186 }
1220 1187
1221 owner = op->owner; 1188 mapxy pos (op);
1222#if 0 1189 pos.move (op->direction);
1223 /* It'd make things nastier if this wasn't here - spells cast by 1190
1224 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1225 */
1226 if (owner == NULL)
1227 { 1192 {
1228 op->destroy (); 1193 op->destroy ();
1229 return; 1194 return;
1230 } 1195 }
1231#endif
1232 1196
1233 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1234 new_y = op->y + DIRY (op);
1235 1198
1236 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))
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 { 1200 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1204 */
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 (); 1205 op->destroy ();
1255 return; 1206 return;
1256 } 1207 }
1257 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1258 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);
1259 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1260 { 1217 {
1261 op->direction = i; 1218 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1263 } 1220 }
1264 1221
1265 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1266} 1223}
1267 1224
1268/**************************************************************************** 1225/****************************************************************************
1269 * Destruction 1226 * Destruction
1270 ****************************************************************************/ 1227 ****************************************************************************/
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1277 */ 1234 */
1278
1279int 1235int
1280make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1281{ 1237{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1240 return 0;
1287 1241
1288 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1244 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1249
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); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1301 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1303 1254
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; 1255 return 1;
1310} 1256}
1311
1312
1313
1314 1257
1315int 1258int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1260{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1261 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1282 else if (caster->skill)
1340 op->skill = caster->skill; 1283 op->skill = caster->skill;
1341 else 1284 else
1342 op->skill = NULL; 1285 op->skill = NULL;
1343 1286
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1345 1288
1346 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1347 { 1290 {
1348 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1349 { 1292 {
1350 m = op->map; 1293 m = op->map;
1351 sx = op->x + i; 1294 sx = op->x + i;
1352 sy = op->y + j; 1295 sy = op->y + j;
1353 1296
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1314 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1316 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1375 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1376 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);
1377 } 1321 }
1378 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)
1379 { 1323 {
1407 { 1351 {
1408 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.");
1409 return 0; 1353 return 0;
1410 } 1354 }
1411 1355
1356 tmp = tmp->head_ ();
1357
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1414 { 1360 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1362 {
1417 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1418 { 1364 {
1424 return 0; 1370 return 0;
1425 } 1371 }
1426 } 1372 }
1427 } 1373 }
1428 1374
1429 if (force == NULL) 1375 if (!force)
1430 { 1376 {
1431 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1433 if (spell_ob->race) 1380 if (spell_ob->race)
1434 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1435 else 1382 else
1436 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1437 1384
1447 { 1394 {
1448 force->duration = duration; 1395 force->duration = duration;
1449 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.");
1450 } 1397 }
1451 else 1398 else
1452 {
1453 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.");
1454 } 1400
1455 return 1; 1401 return 1;
1456 } 1402 }
1403
1457 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;
1458 force->speed = 1.0; 1405 force->speed = 1.f;
1459 force->speed_left = -1.0; 1406 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1461 1408
1462 if (god) 1409 if (god)
1463 { 1410 {
1464 if (spell_ob->last_grace) 1411 if (spell_ob->last_grace)
1584 at -= level / 5; 1531 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1532 if (did_make_save (head, head->level, at))
1586 continue; 1533 continue;
1587 } 1534 }
1588 else /* spell->attacktype */ 1535 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 { 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 */
1602 if (head->level > level) 1549 if (head->level > level)
1603 continue; 1550 continue;
1551
1604 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))))
1605 /* Failed, no effect */ 1553 /* Failed, no effect */
1606 continue; 1554 continue;
1607 } 1555 }
1608 1556
1610 1558
1611 /* aggravation */ 1559 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1560 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1561 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1562 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1563 remove_friendly_object (head);
1617
1618 done_one = 1; 1564 done_one = 1;
1619 head->enemy = op; 1565 head->enemy = op;
1620 } 1566 }
1621 1567
1622 /* calm monsters */ 1568 /* calm monsters */
1635 } 1581 }
1636 1582
1637 /* charm */ 1583 /* charm */
1638 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))
1639 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 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.
1642 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. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1592 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1663 * 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
1664 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1613 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1667 */ 1615 */
1668
1669void 1616void
1670move_ball_spell (object *op) 1617move_ball_spell (object *op)
1671{ 1618{
1672 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1739 1686
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1688 {
1742 if (j) 1689 if (j)
1743 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1744 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1693 }
1747 1694
1748 /* insert the other arch */ 1695 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1711
1765 op->direction = i; 1712 op->direction = i;
1766 } 1713 }
1767} 1714}
1768 1715
1769
1770/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1722 */
1777
1778void 1723void
1779move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1780{ 1725{
1781#if 0 1726#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1730 int adjustdir;
1786 maptile *m; 1731 maptile *m;
1787#endif 1732#endif
1788 int basedir;
1789 object *owner; 1733 object *owner = op->env;
1790 1734
1791 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1738 op->destroy ();
1795 return; 1739 return;
1796 } 1740 }
1797 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1798 op->duration--; 1748 op->duration--;
1799 1749
1800 basedir = op->direction; 1750 int basedir = op->direction;
1801 if (basedir == 0) 1751 if (!basedir)
1802 { 1752 {
1803 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1805 } 1756 }
1806 1757
1807#if 0 1758#if 0
1808 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1762 // space.
1812 // should be fixed later, but correctness before featurs... 1763 // should be fixed later, but correctness before features...
1813 // (schmorp) 1764 // (schmorp)
1814 1765
1815 /* new offset calculation to make swarm element distribution 1766 /* new offset calculation to make swarm element distribution
1816 * more uniform 1767 * more uniform
1817 */ 1768 */
1870 { 1821 {
1871 /* 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 */
1872 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 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);
1876 } 1827 }
1877} 1828}
1878
1879
1880
1881 1829
1882/* fire_swarm: 1830/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1833 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1839 * n: the number to be fired.
1892 */ 1840 */
1893
1894int 1841int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1843{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1844 if (!spell->other_arch)
1901 return 0; 1845 return 0;
1902 1846
1903 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1905 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1906
1907 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. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1911 1853
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1914 return 1; 1856 return 1;
1915 1857
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1864 tmp->direction = dir;
1921 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1867
1923 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1924 return 1; 1870 return 1;
1925} 1871}
1926
1927 1872
1928/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1929 * function. 1874 * function.
1930 */ 1875 */
1931int 1876int
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1908 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1910 if (target->head)
1966 target = target->head; 1911 target = target->head;
1912
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1969 } 1915 }
1970 } 1916 }
1971 1917
1972 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1992 } 1938 }
1993 1939
1994 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1995 return 1; 1941 return 1;
1996} 1942}
1997
1998
1999
2000 1943
2001/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1945 * player and infects someone.
2003 * 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
2004 * 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
2005 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
2006 */ 1949 */
2007
2008int 1950int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1952{
2011 sint16 x, y; 1953 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
2019 /* 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
2020 * direction the player is pointing. 1962 * direction the player is pointing.
2021 */ 1963 */
2022 if (!dir) 1964 if (!dir)
2023 dir = op->facing; 1965 dir = op->facing;
1966
2024 if (!dir) 1967 if (!dir)
2025 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 */
2026 1969
2027 /* Calculate these once here */ 1970 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2062 /* do level adjustments */ 2005 /* do level adjustments */
2063 if (disease->stats.wc) 2006 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2065 2008
2066 if (disease->magic > 0) 2009 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2068 2011
2069 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2071 2014
2072 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)
2110 if (infect_object (walk, disease, 1)) 2053 if (infect_object (walk, disease, 1))
2111 { 2054 {
2112 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);
2113 2056
2114 disease->destroy (); /* don't need this one anymore */ 2057 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2058 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2059 return 1;
2117 } 2060 }
2118 2061
2119 disease->destroy (); 2062 disease->destroy ();
2120 } 2063 }

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