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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.62 by root, Mon Jul 14 00:04:57 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
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;
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
344 * BULLET/BALL CODE 340 * BULLET/BALL CODE
345 * 341 *
346 ***************************************************************************/ 342 ***************************************************************************/
347 343
348/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 346 * At least that is what I think this does.
351 */ 347 */
352void 348void
353explosion (object *op) 349explosion (object *op)
354{ 350{
406 return; 402 return;
407 } 403 }
408 404
409 if (op->env) 405 if (op->env)
410 { 406 {
411 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
412 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))
413 { 410 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 412 op->destroy ();
416 return; 413 return;
417 } 414 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
484 482
485 /* Prevent recursion */ 483 /* Prevent recursion */
486 op->move_on = 0; 484 op->move_on = 0;
487 485
488 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
489 /* remove the firebullet */ 489 /* remove the firebullet */
490 op->destroy (); 490 op->destroy ();
491} 491}
492 492
493/* 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
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 521 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 523 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 527 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 529 {
529 op->destroy (); 530 op->destroy ();
618 int mflags; 619 int mflags;
619 620
620 if (!spob->other_arch) 621 if (!spob->other_arch)
621 return 0; 622 return 0;
622 623
623 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 625 if (!tmp)
625 return 0; 626 return 0;
626 627
627 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
628 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);
629 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 631 if (spob->slaying)
631 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
632 633
642 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
643 644
644 tmp->set_owner (op); 645 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
646 647
647 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 650 tmp->map = op->map;
650 651
651 maptile *newmap; 652 maptile *newmap;
652 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);
653 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
703/* 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 */
704 705
705void 706void
706move_cone (object *op) 707move_cone (object *op)
707{ 708{
708 int i;
709
710 /* 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 */
711 if (!op->map) 710 if (!op->map)
712 { 711 {
713 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");
714 op->set_speed (0); 713 op->set_speed (0);
744 check_spell_knockback (op); 743 check_spell_knockback (op);
745 744
746 if (op->destroyed ()) 745 if (op->destroyed ())
747 return; 746 return;
748 747
749 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
750 { 749 {
751 op->destroy (); 750 op->destroy ();
752 return; 751 return;
753 } 752 }
754 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
759 { 758 {
760 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
761 return; 760 return;
762 } 761 }
763 762
764 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
765 { 764 {
766 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)];
767 766
768 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))
769 { 768 {
936 * op is the original bomb object. 935 * op is the original bomb object.
937 */ 936 */
938void 937void
939animate_bomb (object *op) 938animate_bomb (object *op)
940{ 939{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 941 return;
946 942
947 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
948 944
949 if (op->env) 945 if (op->env)
950 { 946 {
951 if (env->map == NULL) 947 if (env->map == NULL)
952 return; 948 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 949
957 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
958 return; 951 return;
959 } 952 }
960 953
971 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 965 * so just set up the appropriate values.
973 */ 966 */
974 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
975 { 968 {
976 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
977 { 970 {
978 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]))
979 continue; 972 continue;
980 973
981 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
982 tmp->direction = i; 975 tmp->direction = i;
983 tmp->range = op->range; 976 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 978 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1000} 993}
1001 994
1002int 995int
1003create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 997{
1005
1006 object *tmp; 998 object *tmp;
1007 int mflags; 999 int mflags;
1008 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];
1009 maptile *m; 1001 maptile *m;
1010 1002
1012 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))
1013 { 1005 {
1014 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.");
1015 return 0; 1007 return 0;
1016 } 1008 }
1009
1017 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1018 1011
1019 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 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);
1086 * op = player 1079 * op = player
1087 * caster = object casting the spell. 1080 * caster = object casting the spell.
1088 * dir = direction being cast 1081 * dir = direction being cast
1089 * spell = spell object 1082 * spell = spell object
1090 */ 1083 */
1091
1092int 1084int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1086{
1095 object *effect, *target; 1087 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1175 1167
1176 return 1; 1168 return 1;
1177} 1169}
1178 1170
1179
1180/**************************************************************************** 1171/****************************************************************************
1181 * 1172 *
1182 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1175 * code here is just to move the missile.
1186 1177
1187/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1188void 1179void
1189move_missile (object *op) 1180move_missile (object *op)
1190{ 1181{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1197 { 1183 {
1198 op->destroy (); 1184 op->destroy ();
1199 return; 1185 return;
1200 } 1186 }
1201 1187
1202 owner = op->owner; 1188 mapxy pos (op);
1203#if 0 1189 pos.move (op->direction);
1204 /* It'd make things nastier if this wasn't here - spells cast by 1190
1205 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1206 */
1207 if (owner == NULL)
1208 { 1192 {
1209 op->destroy (); 1193 op->destroy ();
1210 return; 1194 return;
1211 } 1195 }
1212#endif
1213 1196
1214 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1215 new_y = op->y + DIRY (op);
1216 1198
1217 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))
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1200 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1204 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1205 op->destroy ();
1236 return; 1206 return;
1237 } 1207 }
1238 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1239 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);
1240 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1241 { 1217 {
1242 op->direction = i; 1218 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1244 } 1220 }
1245 1221
1246 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1247} 1223}
1248 1224
1249/**************************************************************************** 1225/****************************************************************************
1250 * Destruction 1226 * Destruction
1251 ****************************************************************************/ 1227 ****************************************************************************/
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1258 */ 1234 */
1259
1260int 1235int
1261make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1262{ 1237{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1240 return 0;
1268 1241
1269 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1244 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1249
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1282 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1284 1254
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1255 return 1;
1291} 1256}
1292 1257
1293int 1258int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1319 else 1284 else
1320 op->skill = NULL; 1285 op->skill = NULL;
1321 1286
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1323 1288
1324 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1325 { 1290 {
1326 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1327 { 1292 {
1328 m = op->map; 1293 m = op->map;
1329 sx = op->x + i; 1294 sx = op->x + i;
1330 sy = op->y + j; 1295 sy = op->y + j;
1331 1296
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 { 1314 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1316 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1353 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1354 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);
1355 } 1321 }
1356 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)
1357 { 1323 {
1385 { 1351 {
1386 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.");
1387 return 0; 1353 return 0;
1388 } 1354 }
1389 1355
1356 tmp = tmp->head_ ();
1357
1390 /* 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. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1392 { 1360 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1362 {
1395 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1396 { 1364 {
1402 return 0; 1370 return 0;
1403 } 1371 }
1404 } 1372 }
1405 } 1373 }
1406 1374
1407 if (force == NULL) 1375 if (!force)
1408 { 1376 {
1409 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1411 if (spell_ob->race) 1380 if (spell_ob->race)
1412 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1413 else 1382 else
1414 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1415 1384
1425 { 1394 {
1426 force->duration = duration; 1395 force->duration = duration;
1427 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.");
1428 } 1397 }
1429 else 1398 else
1430 {
1431 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.");
1432 } 1400
1433 return 1; 1401 return 1;
1434 } 1402 }
1403
1435 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;
1436 force->speed = 1.f; 1405 force->speed = 1.f;
1437 force->speed_left = -1.f; 1406 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1439 1408
1612 } 1581 }
1613 1582
1614 /* charm */ 1583 /* charm */
1615 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))
1616 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 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.
1619 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. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1592 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1640 * 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
1641 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1613 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1644 */ 1615 */
1645
1646void 1616void
1647move_ball_spell (object *op) 1617move_ball_spell (object *op)
1648{ 1618{
1649 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1716 1686
1717 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)))
1718 { 1688 {
1719 if (j) 1689 if (j)
1720 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1721 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1693 }
1724 1694
1725 /* insert the other arch */ 1695 /* insert the other arch */
1726 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))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1741 1711
1742 op->direction = i; 1712 op->direction = i;
1743 } 1713 }
1744} 1714}
1745 1715
1746
1747/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1748 * 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
1749 * 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
1750 * 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
1751 * 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
1752 * 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.
1753 */ 1722 */
1754
1755void 1723void
1756move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1757{ 1725{
1758#if 0 1726#if 0
1759 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 };
1760 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 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1730 int adjustdir;
1763 maptile *m; 1731 maptile *m;
1764#endif 1732#endif
1765 int basedir;
1766 object *owner; 1733 object *owner = op->env;
1767 1734
1768 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1738 op->destroy ();
1772 return; 1739 return;
1773 } 1740 }
1774 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1775 op->duration--; 1748 op->duration--;
1776 1749
1777 basedir = op->direction; 1750 int basedir = op->direction;
1778 if (basedir == 0) 1751 if (!basedir)
1779 { 1752 {
1780 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1782 } 1756 }
1783 1757
1784#if 0 1758#if 0
1785 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1847 { 1821 {
1848 /* 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 */
1849 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 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);
1853 } 1827 }
1854} 1828}
1855
1856
1857
1858 1829
1859/* fire_swarm: 1830/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1833 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1839 * n: the number to be fired.
1869 */ 1840 */
1870
1871int 1841int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1843{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1844 if (!spell->other_arch)
1878 return 0; 1845 return 0;
1879 1846
1880 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1882 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1883
1884 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. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1888 1853
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1891 return 1; 1856 return 1;
1892 1857
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1864 tmp->direction = dir;
1898 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1867
1900 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1901 return 1; 1870 return 1;
1902} 1871}
1903
1904 1872
1905/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1906 * function. 1874 * function.
1907 */ 1875 */
1908int 1876int
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1908 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1910 if (target->head)
1943 target = target->head; 1911 target = target->head;
1912
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1946 } 1915 }
1947 } 1916 }
1948 1917
1949 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1969 } 1938 }
1970 1939
1971 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1972 return 1; 1941 return 1;
1973} 1942}
1974
1975
1976
1977 1943
1978/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1945 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1983 */ 1949 */
1984
1985int 1950int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1952{
1988 sint16 x, y; 1953 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1996 /* 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
1997 * direction the player is pointing. 1962 * direction the player is pointing.
1998 */ 1963 */
1999 if (!dir) 1964 if (!dir)
2000 dir = op->facing; 1965 dir = op->facing;
1966
2001 if (!dir) 1967 if (!dir)
2002 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 */
2003 1969
2004 /* Calculate these once here */ 1970 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2005 /* do level adjustments */
2040 if (disease->stats.wc) 2006 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2042 2008
2043 if (disease->magic > 0) 2009 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2045 2011
2046 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2048 2014
2049 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)

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