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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 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;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
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
310 307
311 maptile *newmap; 308 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 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)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
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 */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 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))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
483 485
484 /* Prevent recursion */ 486 /* Prevent recursion */
485 op->move_on = 0; 487 op->move_on = 0;
486 488
487 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
488 /* remove the firebullet */ 492 /* remove the firebullet */
489 op->destroy (); 493 op->destroy ();
490} 494}
491 495
492/* 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
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 531 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 533 {
528 op->destroy (); 534 op->destroy ();
617 int mflags; 623 int mflags;
618 624
619 if (!spob->other_arch) 625 if (!spob->other_arch)
620 return 0; 626 return 0;
621 627
622 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 629 if (!tmp)
624 return 0; 630 return 0;
625 631
626 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 635 if (spob->slaying)
630 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
631 637
641 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
642 648
643 tmp->set_owner (op); 649 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
645 651
646 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 654 tmp->map = op->map;
649 655
650 maptile *newmap; 656 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702/* 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 */
703 709
704void 710void
705move_cone (object *op) 711move_cone (object *op)
706{ 712{
707 int i;
708
709 /* 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 */
710 if (!op->map) 714 if (!op->map)
711 { 715 {
712 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");
713 op->set_speed (0); 717 op->set_speed (0);
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
752 } 761 }
753 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 { 767 {
759 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
760 return; 769 return;
761 } 770 }
762 771
763 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
764 { 773 {
765 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)];
766 775
767 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))
768 { 777 {
860 869
861 success = 1; 870 success = 1;
862 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 872 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
867 876
868 /* holy word stuff */ 877 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 944 * op is the original bomb object.
936 */ 945 */
937void 946void
938animate_bomb (object *op) 947animate_bomb (object *op)
939{ 948{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 950 return;
945 951
946 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
947 953
948 if (op->env) 954 if (op->env)
949 { 955 {
950 if (env->map == NULL) 956 if (env->map == NULL)
951 return; 957 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 958
956 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
957 return; 960 return;
958 } 961 }
959 962
970 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 974 * so just set up the appropriate values.
972 */ 975 */
973 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
974 { 977 {
975 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
976 { 979 {
977 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]))
978 continue; 981 continue;
979 982
980 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
981 tmp->direction = i; 984 tmp->direction = i;
982 tmp->range = op->range; 985 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 987 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
999} 1002}
1000 1003
1001int 1004int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1006{
1004
1005 object *tmp; 1007 object *tmp;
1006 int mflags; 1008 int mflags;
1007 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];
1008 maptile *m; 1010 maptile *m;
1009 1011
1011 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))
1012 { 1014 {
1013 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.");
1014 return 0; 1016 return 0;
1015 } 1017 }
1018
1016 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1017 1020
1018 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1118 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1119 else 1122 else
1120 return 0; 1123 return 0;
1121 1124
1122 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1129 {
1127 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1128 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));
1172 effect->insert_at (target, op); 1175 effect->insert_at (target, op);
1173 1176
1174 return 1; 1177 return 1;
1175} 1178}
1176 1179
1177
1178/**************************************************************************** 1180/****************************************************************************
1179 * 1181 *
1180 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1181 * 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
1182 * code here is just to move the missile. 1184 * code here is just to move the missile.
1184 1186
1185/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1186void 1188void
1187move_missile (object *op) 1189move_missile (object *op)
1188{ 1190{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1195 { 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 {
1196 op->destroy (); 1202 op->destroy ();
1197 return; 1203 return;
1198 } 1204 }
1199 1205
1200 owner = op->owner; 1206 mapspace &ms = pos.ms ();
1201#if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210#endif
1211 1207
1212 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 new_y = op->y + DIRY (op);
1214
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1209 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1221 * 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.
1222 */ 1213 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1214 op->destroy ();
1234 return; 1215 return;
1235 } 1216 }
1236 1217
1218 if (!op->direction)
1219 {
1220 op->destroy ();
1221 return;
1222 }
1223
1237 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);
1238 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1239 { 1226 {
1240 op->direction = i; 1227 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1242 } 1229 }
1243 1230
1244 m->insert (op, new_x, new_y, op); 1231 pos.insert (op, op);
1245} 1232}
1246 1233
1247/**************************************************************************** 1234/****************************************************************************
1248 * Destruction 1235 * Destruction
1249 ****************************************************************************/ 1236 ****************************************************************************/
1306 else 1293 else
1307 op->skill = NULL; 1294 op->skill = NULL;
1308 1295
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1310 1297
1311 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1312 { 1299 {
1313 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1314 { 1301 {
1315 m = op->map; 1302 m = op->map;
1316 sx = op->x + i; 1303 sx = op->x + i;
1317 sy = op->y + j; 1304 sy = op->y + j;
1318 1305
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1323 {
1337 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1338 { 1325 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1340 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1341 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);
1342 } 1330 }
1343 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)
1344 { 1332 {
1372 { 1360 {
1373 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.");
1374 return 0; 1362 return 0;
1375 } 1363 }
1376 1364
1365 tmp = tmp->head_ ();
1366
1377 /* 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. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1368 for (force = tmp->inv; force; force = force->below)
1379 { 1369 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1371 {
1382 if (force->name == spell_ob->name) 1372 if (force->name == spell_ob->name)
1383 { 1373 {
1389 return 0; 1379 return 0;
1390 } 1380 }
1391 } 1381 }
1392 } 1382 }
1393 1383
1394 if (force == NULL) 1384 if (!force)
1395 { 1385 {
1396 force = get_archetype (FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1398 if (spell_ob->race) 1389 if (spell_ob->race)
1399 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1400 else 1391 else
1401 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1402 1393
1412 { 1403 {
1413 force->duration = duration; 1404 force->duration = duration;
1414 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.");
1415 } 1406 }
1416 else 1407 else
1417 {
1418 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.");
1419 } 1409
1420 return 1; 1410 return 1;
1421 } 1411 }
1412
1422 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;
1423 force->speed = 1.f; 1414 force->speed = 1.f;
1424 force->speed_left = -1.f; 1415 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1426 1417
1469 1460
1470 /* 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
1471 * doing it over and over again. 1462 * doing it over and over again.
1472 */ 1463 */
1473 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1467
1477 /* 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_...
1478 * 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
1479 * won't ever match anything. 1470 * won't ever match anything.
1599 } 1590 }
1600 1591
1601 /* charm */ 1592 /* charm */
1602 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))
1603 { 1594 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 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.
1606 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. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1601 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1627 * 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
1628 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1622 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1631 */ 1624 */
1632
1633void 1625void
1634move_ball_spell (object *op) 1626move_ball_spell (object *op)
1635{ 1627{
1636 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1703 1695
1704 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)))
1705 { 1697 {
1706 if (j) 1698 if (j)
1707 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1708 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1702 }
1711 1703
1712 /* insert the other arch */ 1704 /* insert the other arch */
1713 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))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1728 1720
1729 op->direction = i; 1721 op->direction = i;
1730 } 1722 }
1731} 1723}
1732 1724
1733
1734/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1735 * 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
1736 * 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
1737 * 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
1738 * 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
1739 * 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.
1740 */ 1731 */
1741
1742void 1732void
1743move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1744{ 1734{
1745#if 0 1735#if 0
1746 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 };
1747 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 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1738 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1739 int adjustdir;
1750 maptile *m; 1740 maptile *m;
1751#endif 1741#endif
1752 int basedir;
1753 object *owner; 1742 object *owner = op->env;
1754 1743
1755 owner = op->owner; 1744 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1747 op->destroy ();
1759 return; 1748 return;
1760 } 1749 }
1761 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1762 op->duration--; 1757 op->duration--;
1763 1758
1764 basedir = op->direction; 1759 int basedir = op->direction;
1765 if (basedir == 0) 1760 if (!basedir)
1766 { 1761 {
1767 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1769 } 1765 }
1770 1766
1771#if 0 1767#if 0
1772 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1834 { 1830 {
1835 /* 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 */
1836 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 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);
1840 } 1836 }
1841} 1837}
1842
1843
1844
1845 1838
1846/* fire_swarm: 1839/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1842 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1848 * n: the number to be fired.
1856 */ 1849 */
1857
1858int 1850int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1852{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1853 if (!spell->other_arch)
1865 return 0; 1854 return 0;
1866 1855
1867 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1869 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1870
1871 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. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1875 1862
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1878 return 1; 1865 return 1;
1879 1866
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1873 tmp->direction = dir;
1885 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1876
1887 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1888 return 1; 1879 return 1;
1889} 1880}
1890
1891 1881
1892/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1893 * function. 1883 * function.
1894 */ 1884 */
1895int 1885int
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1917 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1919 if (target->head)
1930 target = target->head; 1920 target = target->head;
1921
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1933 } 1924 }
1934 } 1925 }
1935 1926
1936 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1956 } 1947 }
1957 1948
1958 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1959 return 1; 1950 return 1;
1960} 1951}
1961
1962
1963
1964 1952
1965/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1954 * player and infects someone.
1967 * 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
1968 * 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
1969 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1970 */ 1958 */
1971
1972int 1959int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1961{
1975 sint16 x, y; 1962 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1983 /* 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
1984 * direction the player is pointing. 1971 * direction the player is pointing.
1985 */ 1972 */
1986 if (!dir) 1973 if (!dir)
1987 dir = op->facing; 1974 dir = op->facing;
1975
1988 if (!dir) 1976 if (!dir)
1989 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 */
1990 1978
1991 /* Calculate these once here */ 1979 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2019 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2020 2008
2021 disease->set_owner (op); 2009 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2025 2013
2026 /* do level adjustments */ 2014 /* do level adjustments */
2027 if (disease->stats.wc) 2015 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2029 2017
2030 if (disease->magic > 0) 2018 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2032 2020
2033 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2035 2023
2036 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)

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