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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 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 */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 521 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 523 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 527 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 529 {
530 op->destroy (); 530 op->destroy ();
619 int mflags; 619 int mflags;
620 620
621 if (!spob->other_arch) 621 if (!spob->other_arch)
622 return 0; 622 return 0;
623 623
624 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 625 if (!tmp)
626 return 0; 626 return 0;
627 627
628 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 631 if (spob->slaying)
632 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
633 633
643 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
644 644
645 tmp->set_owner (op); 645 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
647 647
648 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 650 tmp->map = op->map;
651 651
652 maptile *newmap; 652 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
704/* 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 */
705 705
706void 706void
707move_cone (object *op) 707move_cone (object *op)
708{ 708{
709 int i;
710
711 /* 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 */
712 if (!op->map) 710 if (!op->map)
713 { 711 {
714 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");
715 op->set_speed (0); 713 op->set_speed (0);
745 check_spell_knockback (op); 743 check_spell_knockback (op);
746 744
747 if (op->destroyed ()) 745 if (op->destroyed ())
748 return; 746 return;
749 747
750 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
751 { 749 {
752 op->destroy (); 750 op->destroy ();
753 return; 751 return;
754 } 752 }
755 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
760 { 758 {
761 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
762 return; 760 return;
763 } 761 }
764 762
765 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
766 { 764 {
767 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)];
768 766
769 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))
770 { 768 {
862 860
863 success = 1; 861 success = 1;
864 tmp = arch_to_object (spell->other_arch); 862 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 863 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 864 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 865 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 866 tmp->attacktype = spell->attacktype;
869 867
870 /* holy word stuff */ 868 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 870 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 935 * op is the original bomb object.
938 */ 936 */
939void 937void
940animate_bomb (object *op) 938animate_bomb (object *op)
941{ 939{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 940 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 941 return;
947 942
948 env = object_get_env_recursive (op); 943 object *env = op->outer_env ();
949 944
950 if (op->env) 945 if (op->env)
951 { 946 {
952 if (env->map == NULL) 947 if (env->map == NULL)
953 return; 948 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 949
958 if (!(op = op->insert_at (env, op))) 950 if (!(op = op->insert_at (env, op)))
959 return; 951 return;
960 } 952 }
961 953
972 * but using the cast_bullet isn't really feasible, 964 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 965 * so just set up the appropriate values.
974 */ 966 */
975 if (archetype *at = archetype::find (SPLINT)) 967 if (archetype *at = archetype::find (SPLINT))
976 { 968 {
977 for (i = 1; i < 9; i++) 969 for (int i = 1; i < 9; i++)
978 { 970 {
979 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]))
980 continue; 972 continue;
981 973
982 tmp = arch_to_object (at); 974 object *tmp = arch_to_object (at);
983 tmp->direction = i; 975 tmp->direction = i;
984 tmp->range = op->range; 976 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 977 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 978 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 979 tmp->attacktype = op->attacktype;
1001} 993}
1002 994
1003int 995int
1004create_bomb (object *op, object *caster, int dir, object *spell) 996create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 997{
1006
1007 object *tmp; 998 object *tmp;
1008 int mflags; 999 int mflags;
1009 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];
1010 maptile *m; 1001 maptile *m;
1011 1002
1013 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))
1014 { 1005 {
1015 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.");
1016 return 0; 1007 return 0;
1017 } 1008 }
1009
1018 tmp = arch_to_object (spell->other_arch); 1010 tmp = arch_to_object (spell->other_arch);
1019 1011
1020 /* level dependencies for bomb */ 1012 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1013 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1120 effect = arch_to_object (spell->other_arch); 1112 effect = arch_to_object (spell->other_arch);
1121 else 1113 else
1122 return 0; 1114 return 0;
1123 1115
1124 /* tailor the effect by priest level and worshipped God */ 1116 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1117 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1118 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1120 {
1129 if (tailor_god_spell (effect, op)) 1121 if (tailor_god_spell (effect, op))
1130 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));
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 ****************************************************************************/
1308 else 1284 else
1309 op->skill = NULL; 1285 op->skill = NULL;
1310 1286
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1312 1288
1313 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1314 { 1290 {
1315 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1316 { 1292 {
1317 m = op->map; 1293 m = op->map;
1318 sx = op->x + i; 1294 sx = op->x + i;
1319 sy = op->y + j; 1295 sy = op->y + j;
1320 1296
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 { 1314 {
1339 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1340 { 1316 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1342 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1343 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);
1344 } 1321 }
1345 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)
1346 { 1323 {
1374 { 1351 {
1375 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.");
1376 return 0; 1353 return 0;
1377 } 1354 }
1378 1355
1356 tmp = tmp->head_ ();
1357
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1359 for (force = tmp->inv; force; force = force->below)
1381 { 1360 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1361 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1362 {
1384 if (force->name == spell_ob->name) 1363 if (force->name == spell_ob->name)
1385 { 1364 {
1391 return 0; 1370 return 0;
1392 } 1371 }
1393 } 1372 }
1394 } 1373 }
1395 1374
1396 if (force == NULL) 1375 if (!force)
1397 { 1376 {
1398 force = get_archetype (FORCE_NAME); 1377 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1378 force->subtype = FORCE_CHANGE_ABILITY;
1379
1400 if (spell_ob->race) 1380 if (spell_ob->race)
1401 force->name = spell_ob->race; 1381 force->name = spell_ob->race;
1402 else 1382 else
1403 force->name = spell_ob->name; 1383 force->name = spell_ob->name;
1404 1384
1414 { 1394 {
1415 force->duration = duration; 1395 force->duration = duration;
1416 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.");
1417 } 1397 }
1418 else 1398 else
1419 {
1420 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.");
1421 } 1400
1422 return 1; 1401 return 1;
1423 } 1402 }
1403
1424 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;
1425 force->speed = 1.f; 1405 force->speed = 1.f;
1426 force->speed_left = -1.f; 1406 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1407 SET_FLAG (force, FLAG_APPLIED);
1428 1408
1471 1451
1472 /* 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
1473 * doing it over and over again. 1453 * doing it over and over again.
1474 */ 1454 */
1475 god = find_god (determine_god (op)); 1455 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1456 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1457 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1458
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1461 * won't ever match anything.
1601 } 1581 }
1602 1582
1603 /* charm */ 1583 /* charm */
1604 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))
1605 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1592 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1613 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1633 */ 1615 */
1634
1635void 1616void
1636move_ball_spell (object *op) 1617move_ball_spell (object *op)
1637{ 1618{
1638 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
1705 1686
1706 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)))
1707 { 1688 {
1708 if (j) 1689 if (j)
1709 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1710 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1693 }
1713 1694
1714 /* insert the other arch */ 1695 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1711
1731 op->direction = i; 1712 op->direction = i;
1732 } 1713 }
1733} 1714}
1734 1715
1735
1736/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1722 */
1743
1744void 1723void
1745move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1746{ 1725{
1747#if 0 1726#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1730 int adjustdir;
1752 maptile *m; 1731 maptile *m;
1753#endif 1732#endif
1754 int basedir;
1755 object *owner; 1733 object *owner = op->env;
1756 1734
1757 owner = op->owner; 1735 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1738 op->destroy ();
1761 return; 1739 return;
1762 } 1740 }
1763 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1764 op->duration--; 1748 op->duration--;
1765 1749
1766 basedir = op->direction; 1750 int basedir = op->direction;
1767 if (basedir == 0) 1751 if (!basedir)
1768 { 1752 {
1769 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1771 } 1756 }
1772 1757
1773#if 0 1758#if 0
1774 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1836 { 1821 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1827 }
1843} 1828}
1844
1845
1846
1847 1829
1848/* fire_swarm: 1830/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1833 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1839 * n: the number to be fired.
1858 */ 1840 */
1859
1860int 1841int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1843{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1844 if (!spell->other_arch)
1867 return 0; 1845 return 0;
1868 1846
1869 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1871 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1877 1853
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1880 return 1; 1856 return 1;
1881 1857
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1864 tmp->direction = dir;
1887 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1867
1889 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1890 return 1; 1870 return 1;
1891} 1871}
1892
1893 1872
1894/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1895 * function. 1874 * function.
1896 */ 1875 */
1897int 1876int
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1908 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1910 if (target->head)
1932 target = target->head; 1911 target = target->head;
1912
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1935 } 1915 }
1936 } 1916 }
1937 1917
1938 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */
1958 } 1938 }
1959 1939
1960 m->insert (tmp, x, y, op); 1940 m->insert (tmp, x, y, op);
1961 return 1; 1941 return 1;
1962} 1942}
1963
1964
1965
1966 1943
1967/* cast_cause_disease: this spell looks along <dir> from the 1944/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1945 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1948 * perhaps this should actually be in disease.c?
1972 */ 1949 */
1973
1974int 1950int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1951cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1952{
1977 sint16 x, y; 1953 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1954 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1962 * direction the player is pointing.
1987 */ 1963 */
1988 if (!dir) 1964 if (!dir)
1989 dir = op->facing; 1965 dir = op->facing;
1966
1990 if (!dir) 1967 if (!dir)
1991 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 */
1992 1969
1993 /* Calculate these once here */ 1970 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1971 range = spell->range + SP_level_range_adjust (caster, spell);
2021 object *disease = arch_to_object (spell->other_arch); 1998 object *disease = arch_to_object (spell->other_arch);
2022 1999
2023 disease->set_owner (op); 2000 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 2001 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 2002 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 2003 disease->level = casting_level (caster, spell);
2027 2004
2028 /* do level adjustments */ 2005 /* do level adjustments */
2029 if (disease->stats.wc) 2006 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2007 disease->stats.wc += dur_mod / 2;
2031 2008
2032 if (disease->magic > 0) 2009 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2010 disease->magic += dur_mod / 8;
2034 2011
2035 if (disease->stats.maxhp > 0) 2012 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2013 disease->stats.maxhp += dur_mod;
2037 2014
2038 if (disease->stats.maxgrace > 0) 2015 if (disease->stats.maxgrace > 0)

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