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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* 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
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 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))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
483 482
484 /* Prevent recursion */ 483 /* Prevent recursion */
485 op->move_on = 0; 484 op->move_on = 0;
486 485
487 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
488 /* remove the firebullet */ 489 /* remove the firebullet */
489 op->destroy (); 490 op->destroy ();
490} 491}
491 492
492/* 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 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 521 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 523 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 527 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 529 {
528 op->destroy (); 530 op->destroy ();
617 int mflags; 619 int mflags;
618 620
619 if (!spob->other_arch) 621 if (!spob->other_arch)
620 return 0; 622 return 0;
621 623
622 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 625 if (!tmp)
624 return 0; 626 return 0;
625 627
626 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 631 if (spob->slaying)
630 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
631 633
641 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
642 644
643 tmp->set_owner (op); 645 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
645 647
646 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 650 tmp->map = op->map;
649 651
650 maptile *newmap; 652 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
702/* 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 */
703 705
704void 706void
705move_cone (object *op) 707move_cone (object *op)
706{ 708{
707 int i;
708
709 /* 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 */
710 if (!op->map) 710 if (!op->map)
711 { 711 {
712 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");
713 op->set_speed (0); 713 op->set_speed (0);
743 check_spell_knockback (op); 743 check_spell_knockback (op);
744 744
745 if (op->destroyed ()) 745 if (op->destroyed ())
746 return; 746 return;
747 747
748 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
749 { 749 {
750 op->destroy (); 750 op->destroy ();
751 return; 751 return;
752 } 752 }
753 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
758 { 758 {
759 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
760 return; 760 return;
761 } 761 }
762 762
763 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
764 { 764 {
765 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)];
766 766
767 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))
768 { 768 {
860 860
861 success = 1; 861 success = 1;
862 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 863 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
867 867
868 /* holy word stuff */ 868 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 935 * op is the original bomb object.
936 */ 936 */
937void 937void
938animate_bomb (object *op) 938animate_bomb (object *op)
939{ 939{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 941 return;
945 942
946 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
947 944
948 if (op->env) 945 if (op->env)
949 { 946 {
950 if (env->map == NULL) 947 if (env->map == NULL)
951 return; 948 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 949
956 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
957 return; 951 return;
958 } 952 }
959 953
970 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 965 * so just set up the appropriate values.
972 */ 966 */
973 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
974 { 968 {
975 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
976 { 970 {
977 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]))
978 continue; 972 continue;
979 973
980 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
981 tmp->direction = i; 975 tmp->direction = i;
982 tmp->range = op->range; 976 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 978 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
999} 993}
1000 994
1001int 995int
1002create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 997{
1004
1005 object *tmp; 998 object *tmp;
1006 int mflags; 999 int mflags;
1007 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];
1008 maptile *m; 1001 maptile *m;
1009 1002
1011 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))
1012 { 1005 {
1013 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.");
1014 return 0; 1007 return 0;
1015 } 1008 }
1009
1016 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1017 1011
1018 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1085 * op = player 1079 * op = player
1086 * caster = object casting the spell. 1080 * caster = object casting the spell.
1087 * dir = direction being cast 1081 * dir = direction being cast
1088 * spell = spell object 1082 * spell = spell object
1089 */ 1083 */
1090
1091int 1084int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1085cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1086{
1094 object *effect, *target; 1087 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1088 object *god = find_god (determine_god (op));
1119 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1120 else 1113 else
1121 return 0; 1114 return 0;
1122 1115
1123 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1120 {
1128 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1173 effect->insert_at (target, op); 1166 effect->insert_at (target, op);
1174 1167
1175 return 1; 1168 return 1;
1176} 1169}
1177 1170
1178
1179/**************************************************************************** 1171/****************************************************************************
1180 * 1172 *
1181 * MAGIC MISSILE code. 1173 * MAGIC MISSILE code.
1182 * 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
1183 * code here is just to move the missile. 1175 * code here is just to move the missile.
1185 1177
1186/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1187void 1179void
1188move_missile (object *op) 1180move_missile (object *op)
1189{ 1181{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1196 { 1183 {
1197 op->destroy (); 1184 op->destroy ();
1198 return; 1185 return;
1199 } 1186 }
1200 1187
1201 owner = op->owner; 1188 mapxy pos (op);
1202#if 0 1189 pos.move (op->direction);
1203 /* It'd make things nastier if this wasn't here - spells cast by 1190
1204 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1205 */
1206 if (owner == NULL)
1207 { 1192 {
1208 op->destroy (); 1193 op->destroy ();
1209 return; 1194 return;
1210 } 1195 }
1211#endif
1212 1196
1213 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1198
1216 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))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1200 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1204 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1205 op->destroy ();
1235 return; 1206 return;
1236 } 1207 }
1237 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1238 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);
1239 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1240 { 1217 {
1241 op->direction = i; 1218 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1243 } 1220 }
1244 1221
1245 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1246} 1223}
1247 1224
1248/**************************************************************************** 1225/****************************************************************************
1249 * Destruction 1226 * Destruction
1250 ****************************************************************************/ 1227 ****************************************************************************/
1253 * 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
1254 * object. if time is 0, the object glows permanently. To truely 1231 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1232 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1233 * give them the capability to have an inventory. b.t.
1257 */ 1234 */
1258
1259int 1235int
1260make_object_glow (object *op, int radius, int time) 1236make_object_glow (object *op, int radius, int time)
1261{ 1237{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1238 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1239 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1240 return 0;
1267 1241
1268 tmp = get_archetype (FORCE_NAME); 1242 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1243 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1244 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1245 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1246 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII) 1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1248 tmp->glow_radius = MAX_LIGHT_RADII;
1275 1249
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1250 tmp = insert_ob_in_ob (tmp, op);
1251
1281 if (tmp->glow_radius > op->glow_radius) 1252 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1253 op->glow_radius = tmp->glow_radius;
1283 1254
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1255 return 1;
1290} 1256}
1291 1257
1292int 1258int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1259cast_destruction (object *op, object *caster, object *spell_ob)
1318 else 1284 else
1319 op->skill = NULL; 1285 op->skill = NULL;
1320 1286
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1322 1288
1323 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1324 { 1290 {
1325 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1326 { 1292 {
1327 m = op->map; 1293 m = op->map;
1328 sx = op->x + i; 1294 sx = op->x + i;
1329 sy = op->y + j; 1295 sy = op->y + j;
1330 1296
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1314 {
1349 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1350 { 1316 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1352 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1353 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);
1354 } 1321 }
1355 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)
1356 { 1323 {
1384 { 1351 {
1385 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.");
1386 return 0; 1353 return 0;
1387 } 1354 }
1388 1355
1356 tmp = tmp->head_ ();
1357
1389 /* 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. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1391 { 1360 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1362 {
1394 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1395 { 1364 {
1401 return 0; 1370 return 0;
1402 } 1371 }
1403 } 1372 }
1404 } 1373 }
1405 1374
1406 if (force == NULL) 1375 if (!force)
1407 { 1376 {
1408 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1410 if (spell_ob->race) 1380 if (spell_ob->race)
1411 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1412 else 1382 else
1413 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1414 1384
1424 { 1394 {
1425 force->duration = duration; 1395 force->duration = duration;
1426 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.");
1427 } 1397 }
1428 else 1398 else
1429 {
1430 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.");
1431 } 1400
1432 return 1; 1401 return 1;
1433 } 1402 }
1403
1434 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;
1435 force->speed = 1.f; 1405 force->speed = 1.f;
1436 force->speed_left = -1.f; 1406 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1438 1408
1481 1451
1482 /* We precompute some values here so that we don't have to keep 1452 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again. 1453 * doing it over and over again.
1484 */ 1454 */
1485 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1458
1489 /* On the bright side, no monster should ever have a race of GOD_... 1459 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it 1460 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything. 1461 * won't ever match anything.
1611 } 1581 }
1612 1582
1613 /* charm */ 1583 /* charm */
1614 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))
1615 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 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.
1618 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. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1592 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1639 * 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
1640 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1613 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1643 */ 1615 */
1644
1645void 1616void
1646move_ball_spell (object *op) 1617move_ball_spell (object *op)
1647{ 1618{
1648 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1715 1686
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 { 1688 {
1718 if (j) 1689 if (j)
1719 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1720 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1693 }
1723 1694
1724 /* insert the other arch */ 1695 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1711
1741 op->direction = i; 1712 op->direction = i;
1742 } 1713 }
1743} 1714}
1744 1715
1745
1746/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1752 */ 1722 */
1753
1754void 1723void
1755move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1756{ 1725{
1757#if 0 1726#if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1730 int adjustdir;
1762 maptile *m; 1731 maptile *m;
1763#endif 1732#endif
1764 int basedir;
1765 object *owner; 1733 object *owner = op->env;
1766 1734
1767 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1738 op->destroy ();
1771 return; 1739 return;
1772 } 1740 }
1773 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1774 op->duration--; 1748 op->duration--;
1775 1749
1776 basedir = op->direction; 1750 int basedir = op->direction;
1777 if (basedir == 0) 1751 if (!basedir)
1778 { 1752 {
1779 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1781 } 1756 }
1782 1757
1783#if 0 1758#if 0
1784 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1846 { 1821 {
1847 /* 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 */
1848 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 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);
1852 } 1827 }
1853} 1828}
1854
1855
1856
1857 1829
1858/* fire_swarm: 1830/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1833 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1839 * n: the number to be fired.
1868 */ 1840 */
1869
1870int 1841int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1843{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1844 if (!spell->other_arch)
1877 return 0; 1845 return 0;
1878 1846
1879 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1881 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1887 1853
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1890 return 1; 1856 return 1;
1891 1857
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1864 tmp->direction = dir;
1897 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1867
1899 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1900 return 1; 1870 return 1;
1901} 1871}
1902
1903 1872
1904/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1905 * function. 1874 * function.
1906 */ 1875 */
1907int 1876int
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1908 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1910 if (target->head)
1942 target = target->head; 1911 target = target->head;
1912
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1945 } 1915 }
1946 } 1916 }
1947 1917
1948 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1968 } 1938 }
1969 1939
1970 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1971 return 1; 1941 return 1;
1972} 1942}
1973
1974
1975
1976 1943
1977/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1945 * player and infects someone.
1979 * 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
1980 * 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
1981 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1982 */ 1949 */
1983
1984int 1950int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1952{
1987 sint16 x, y; 1953 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1995 /* 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
1996 * direction the player is pointing. 1962 * direction the player is pointing.
1997 */ 1963 */
1998 if (!dir) 1964 if (!dir)
1999 dir = op->facing; 1965 dir = op->facing;
1966
2000 if (!dir) 1967 if (!dir)
2001 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 */
2002 1969
2003 /* Calculate these once here */ 1970 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2031 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2032 1999
2033 disease->set_owner (op); 2000 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2037 2004
2038 /* do level adjustments */ 2005 /* do level adjustments */
2039 if (disease->stats.wc) 2006 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2041 2008
2042 if (disease->magic > 0) 2009 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2044 2011
2045 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2047 2014
2048 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)

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