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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.31 by root, Fri Mar 30 21:53:09 2007 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy ();
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy ();
419 return; 413 return;
420 } 414 }
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
456 { 454 {
457 op->destroy (); 455 op->destroy ();
458 return; 456 return;
459 } 457 }
460 458
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy ();
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy ();
612 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 615 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
615 * pointers. 617 * pointers.
616 */ 618 */
617
618int 619int
619fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 621{
621 object *tmp = NULL; 622 object *tmp = NULL;
622 int mflags; 623 int mflags;
623 624
624 if (!spob->other_arch) 625 if (!spob->other_arch)
625 return 0; 626 return 0;
626 627
627 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 629 if (!tmp)
629 return 0; 630 return 0;
630 631
631 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 635 if (spob->slaying)
635 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
636 637
646 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
647 648
648 tmp->set_owner (op); 649 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
650 651
651 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 654 tmp->map = op->map;
654 655
655 maptile *newmap; 656 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 709
709void 710void
710move_cone (object *op) 711move_cone (object *op)
711{ 712{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 714 if (!op->map)
716 { 715 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 717 op->set_speed (0);
738 } 737 }
739#endif 738#endif
740 739
741 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
742 741
742 if (!op->is_on_map ())
743 return;
744
743 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
745 * degree. 747 * degree.
746 */ 748 */
747 if (op->weight) 749 if (op->weight)
750 {
748 check_spell_knockback (op); 751 check_spell_knockback (op);
749 752
750 if (op->destroyed ()) 753 if (!op->is_on_map ())
751 return; 754 return;
755 }
752 756
753 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
754 { 758 {
755 op->destroy (); 759 op->destroy ();
756 return; 760 return;
757 } 761 }
758 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
763 { 767 {
764 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
765 return; 769 return;
766 } 770 }
767 771
768 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
769 { 773 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 775
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 777 {
820 824
821 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 827 * insert it into is blocked.
824 */ 828 */
825 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
826 830
827 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
828 { 832 {
829 sint16 x, y, d; 833 sint16 x, y, d;
830 834
865 869
866 success = 1; 870 success = 1;
867 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
868 tmp->set_owner (op); 872 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
872 876
873 /* holy word stuff */ 877 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
909 else 913 else
910 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
911 } 915 }
912 916
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 919
916 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 922
919 m->insert (tmp, sx, sy, op); 923 m->insert (tmp, sx, sy, op);
920 924
921 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 926 * a single space too many times.
934 * 938 *
935 * BOMB related code 939 * BOMB related code
936 * 940 *
937 ****************************************************************************/ 941 ****************************************************************************/
938 942
939
940/* This handles an exploding bomb. 943/* This handles an exploding bomb.
941 * op is the original bomb object. 944 * op is the original bomb object.
942 */ 945 */
943void 946void
944animate_bomb (object *op) 947animate_bomb (object *op)
945{ 948{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 950 return;
951 951
952 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
953 953
954 if (op->env) 954 if (op->env)
955 { 955 {
956 if (env->map == NULL) 956 if (env->map == NULL)
957 return; 957 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 958
962 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
963 return; 960 return;
964 } 961 }
965 962
976 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 974 * so just set up the appropriate values.
978 */ 975 */
979 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
980 { 977 {
981 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
982 { 979 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 981 continue;
985 982
986 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
987 tmp->direction = i; 984 tmp->direction = i;
988 tmp->range = op->range; 985 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 987 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1005} 1002}
1006 1003
1007int 1004int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1006{
1010
1011 object *tmp; 1007 object *tmp;
1012 int mflags; 1008 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1010 maptile *m;
1015 1011
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1014 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1016 return 0;
1021 } 1017 }
1018
1022 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1023 1020
1024 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1044 * dir is the direction to look in.
1048 * range is how far out to look. 1045 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1051 */ 1048 */
1052
1053object * 1049object *
1054get_pointed_target (object *op, int dir, int range, int type) 1050get_pointed_target (object *op, int dir, int range, int type)
1055{ 1051{
1056 object *target; 1052 object *target;
1057 sint16 x, y; 1053 sint16 x, y;
1076 return NULL; 1072 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1074 return NULL;
1079 1075
1080 if (mflags & P_IS_ALIVE) 1076 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1079 return target;
1087 }
1088 }
1089 }
1090 } 1080 }
1081
1091 return NULL; 1082 return NULL;
1092} 1083}
1093
1094 1084
1095/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1097 * usual params - 1087 * usual params -
1098 * op = player 1088 * op = player
1099 * caster = object casting the spell. 1089 * caster = object casting the spell.
1100 * dir = direction being cast 1090 * dir = direction being cast
1101 * spell = spell object 1091 * spell = spell object
1102 */ 1092 */
1103
1104int 1093int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1095{
1107 object *effect, *target; 1096 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1132 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1133 else 1122 else
1134 return 0; 1123 return 0;
1135 1124
1136 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1129 {
1141 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1186 effect->insert_at (target, op); 1175 effect->insert_at (target, op);
1187 1176
1188 return 1; 1177 return 1;
1189} 1178}
1190 1179
1191
1192/**************************************************************************** 1180/****************************************************************************
1193 * 1181 *
1194 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1184 * code here is just to move the missile.
1198 1186
1199/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1200void 1188void
1201move_missile (object *op) 1189move_missile (object *op)
1202{ 1190{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1209 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1210 op->destroy (); 1202 op->destroy ();
1211 return; 1203 return;
1212 } 1204 }
1213 1205
1214 owner = op->owner; 1206 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1207
1226 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1209 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1236 */ 1213 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1214 op->destroy ();
1248 return; 1215 return;
1249 } 1216 }
1250 1217
1218 if (!op->direction)
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1253 { 1226 {
1254 op->direction = i; 1227 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1256 } 1229 }
1257 1230
1258 m->insert (op, new_x, new_y, op); 1231 pos.insert (op, op);
1259} 1232}
1260 1233
1261/**************************************************************************** 1234/****************************************************************************
1262 * Destruction 1235 * Destruction
1263 ****************************************************************************/ 1236 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1270 */ 1243 */
1271
1272int 1244int
1273make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1274{ 1246{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1249 return 0;
1280 1250
1281 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1253 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1255 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1258
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1294 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1296 1263
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1264 return 1;
1303} 1265}
1304
1305
1306
1307 1266
1308int 1267int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1268cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1269{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1291 else if (caster->skill)
1333 op->skill = caster->skill; 1292 op->skill = caster->skill;
1334 else 1293 else
1335 op->skill = NULL; 1294 op->skill = NULL;
1336 1295
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1338 1297
1339 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1340 { 1299 {
1341 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1342 { 1301 {
1343 m = op->map; 1302 m = op->map;
1344 sx = op->x + i; 1303 sx = op->x + i;
1345 sy = op->y + j; 1304 sy = op->y + j;
1346 1305
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1364 { 1323 {
1365 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1366 { 1325 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1368 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1370 } 1330 }
1371 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1372 { 1332 {
1400 { 1360 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1362 return 0;
1403 } 1363 }
1404 1364
1365 tmp = tmp->head_ ();
1366
1405 /* If we've already got a force of this type, don't add a new one. */ 1367 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1368 for (force = tmp->inv; force; force = force->below)
1407 { 1369 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1371 {
1410 if (force->name == spell_ob->name) 1372 if (force->name == spell_ob->name)
1411 { 1373 {
1417 return 0; 1379 return 0;
1418 } 1380 }
1419 } 1381 }
1420 } 1382 }
1421 1383
1422 if (force == NULL) 1384 if (!force)
1423 { 1385 {
1424 force = get_archetype (FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1426 if (spell_ob->race) 1389 if (spell_ob->race)
1427 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1428 else 1391 else
1429 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1430 1393
1440 { 1403 {
1441 force->duration = duration; 1404 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1406 }
1444 else 1407 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1409
1448 return 1; 1410 return 1;
1449 } 1411 }
1412
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.0; 1414 force->speed = 1.f;
1452 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1454 1417
1455 if (god) 1418 if (god)
1456 { 1419 {
1457 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1497 1460
1498 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1499 * doing it over and over again. 1462 * doing it over and over again.
1500 */ 1463 */
1501 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1467
1505 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* On the bright side, no monster should ever have a race of GOD_...
1506 * so even if the player doesn't worship a god, if race=GOD_.., it 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1507 * won't ever match anything. 1470 * won't ever match anything.
1577 at -= level / 5; 1540 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1541 if (did_make_save (head, head->level, at))
1579 continue; 1542 continue;
1580 } 1543 }
1581 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1545 {
1546 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550
1551 The chance will then be in the range [20-70] percent, not too bad.
1552
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster...
1555
1556 Ryo, august 14th
1557 */
1595 if (head->level > level) 1558 if (head->level > level)
1596 continue; 1559 continue;
1560
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1562 /* Failed, no effect */
1599 continue; 1563 continue;
1600 } 1564 }
1601 1565
1603 1567
1604 /* aggravation */ 1568 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 { 1570 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1608 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1609 remove_friendly_object (head); 1572 remove_friendly_object (head);
1610
1611 done_one = 1; 1573 done_one = 1;
1612 head->enemy = op; 1574 head->enemy = op;
1613 } 1575 }
1614 1576
1615 /* calm monsters */ 1577 /* calm monsters */
1628 } 1590 }
1629 1591
1630 /* charm */ 1592 /* charm */
1631 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1632 { 1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1633 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1634 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1635 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1636 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1637 head->set_owner (op); 1601 head->set_owner (op);
1638 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1656 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1657 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1658 * op is the spell effect. 1622 * op is the spell effect.
1659 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1660 */ 1624 */
1661
1662void 1625void
1663move_ball_spell (object *op) 1626move_ball_spell (object *op)
1664{ 1627{
1665 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1666 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1732 1695
1733 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1734 { 1697 {
1735 if (j) 1698 if (j)
1736 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1737 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1738
1739 } 1702 }
1740 1703
1741 /* insert the other arch */ 1704 /* insert the other arch */
1742 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1743 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1757 1720
1758 op->direction = i; 1721 op->direction = i;
1759 } 1722 }
1760} 1723}
1761 1724
1762
1763/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1764 * This is an implementation of the swarm spell. It was written for 1726 * This is an implementation of the swarm spell. It was written for
1765 * meteor swarm, but it could be used for any swarm. A swarm spell 1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1766 * is a special type of object that casts swarms of other types 1728 * is a special type of object that casts swarms of other types
1767 * of spells. Which spell it casts is flexible. It fires the spells 1729 * of spells. Which spell it casts is flexible. It fires the spells
1768 * from a set of squares surrounding the caster, in a given direction. 1730 * from a set of squares surrounding the caster, in a given direction.
1769 */ 1731 */
1770
1771void 1732void
1772move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1773{ 1734{
1774#if 0 1735#if 0
1775 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1776 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1777 sint16 target_x, target_y, origin_x, origin_y; 1738 sint16 target_x, target_y, origin_x, origin_y;
1778 int adjustdir; 1739 int adjustdir;
1779 maptile *m; 1740 maptile *m;
1780#endif 1741#endif
1781 int basedir;
1782 object *owner; 1742 object *owner = op->env;
1783 1743
1784 owner = op->owner; 1744 if (!owner) // MUST not happen, remove when true TODO
1785 if (op->duration == 0 || owner == NULL)
1786 { 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1787 op->destroy (); 1747 op->destroy ();
1788 return; 1748 return;
1789 } 1749 }
1790 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1791 op->duration--; 1757 op->duration--;
1792 1758
1793 basedir = op->direction; 1759 int basedir = op->direction;
1794 if (basedir == 0) 1760 if (!basedir)
1795 { 1761 {
1796 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1797 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1798 } 1765 }
1799 1766
1800#if 0 1767#if 0
1801 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1802 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1863 { 1830 {
1864 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1865 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1866 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1867 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1868 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1869 } 1836 }
1870} 1837}
1871
1872
1873
1874 1838
1875/* fire_swarm: 1839/* fire_swarm:
1876 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1877 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1878 * the parts of the swarm. 1842 * the parts of the swarm.
1881 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1882 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1883 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1884 * n: the number to be fired. 1848 * n: the number to be fired.
1885 */ 1849 */
1886
1887int 1850int
1888fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1889{ 1852{
1890 object *tmp;
1891 int i;
1892
1893 if (!spell->other_arch) 1853 if (!spell->other_arch)
1894 return 0; 1854 return 0;
1895 1855
1896 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1897 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1898 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1899
1900 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1901 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1902
1903 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1904 1862
1905 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1906 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1907 return 1; 1865 return 1;
1908 1866
1909 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1910 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1911 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1912 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1913 tmp->direction = dir; 1873 tmp->direction = dir;
1914 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1915 1876
1916 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1917 return 1; 1879 return 1;
1918} 1880}
1919
1920 1881
1921/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1922 * function. 1883 * function.
1923 */ 1884 */
1924int 1885int
1955 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1956 { 1917 {
1957 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1958 if (target->head) 1919 if (target->head)
1959 target = target->head; 1920 target = target->head;
1921
1960 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1961 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1962 } 1924 }
1963 } 1925 }
1964 1926
1965 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1985 } 1947 }
1986 1948
1987 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1988 return 1; 1950 return 1;
1989} 1951}
1990
1991
1992
1993 1952
1994/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1995 * player and infects someone. 1954 * player and infects someone.
1996 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
1997 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
1998 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1999 */ 1958 */
2000
2001int 1959int
2002cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2003{ 1961{
2004 sint16 x, y; 1962 sint16 x, y;
2005 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2012 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2013 * direction the player is pointing. 1971 * direction the player is pointing.
2014 */ 1972 */
2015 if (!dir) 1973 if (!dir)
2016 dir = op->facing; 1974 dir = op->facing;
1975
2017 if (!dir) 1976 if (!dir)
2018 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2019 1978
2020 /* Calculate these once here */ 1979 /* Calculate these once here */
2021 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2048 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2049 2008
2050 disease->set_owner (op); 2009 disease->set_owner (op);
2051 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2052 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2053 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2054 2013
2055 /* do level adjustments */ 2014 /* do level adjustments */
2056 if (disease->stats.wc) 2015 if (disease->stats.wc)
2057 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2058 2017
2059 if (disease->magic > 0) 2018 if (disease->magic > 0)
2060 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2061 2020
2062 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2063 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2064 2023
2065 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2103 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2104 { 2063 {
2105 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2106 2065
2107 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (); /* don't need this one anymore */
2108 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2109 return 1; 2068 return 1;
2110 } 2069 }
2111 2070
2112 disease->destroy (); 2071 disease->destroy ();
2113 } 2072 }

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