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/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/** @file
* The implementation of the Spell Effect class of objects.
* @todo Split the subtype functions into their own file each, and split large functions.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
static method_ret spell_effect_type_move_on(ob_methods *context, object *trap, object *victim, object *originator);
static method_ret spell_effect_type_process(ob_methods *context, object *op);
static void move_bolt(object *op);
static void move_bullet(object *op);
static void explosion(object *op);
static void move_cone(object *op);
static void animate_bomb(object *op);
static void move_missile(object *op);
static void execute_word_of_recall(object *op);
static void move_ball_spell(object *op);
static void move_swarm_spell(object *op);
static void move_aura(object *aura);
static void forklightning(object *op, object *tmp);
static void check_spell_knockback(object *op);
/**
* Initializer for the SPELL_EFFECT object type.
*/
void init_type_spell_effect(void) {
register_move_on(SPELL_EFFECT, spell_effect_type_move_on);
register_process(SPELL_EFFECT, spell_effect_type_process);
}
/**
* Move on this Spell Effect object.
* @param context The method context
* @param trap The Spell Effect we're moving on
* @param victim The object moving over this one
* @param originator The object that caused the move_on event
* @return METHOD_OK
*/
static method_ret spell_effect_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) {
if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR)
return METHOD_OK;
switch (trap->subtype) {
case SP_CONE:
if (QUERY_FLAG(victim, FLAG_ALIVE)
&& trap->speed
&& trap->attacktype)
hit_player(victim, trap->stats.dam, trap, trap->attacktype, 0);
break;
case SP_MAGIC_MISSILE:
if (QUERY_FLAG(victim, FLAG_ALIVE)) {
tag_t spell_tag = trap->count;
hit_player(victim, trap->stats.dam, trap, trap->attacktype, 1);
if (!object_was_destroyed(trap, spell_tag)) {
object_remove(trap);
object_free_drop_inventory(trap);
}
}
break;
case SP_MOVING_BALL:
if (QUERY_FLAG(victim, FLAG_ALIVE))
hit_player(victim, trap->stats.dam, trap, trap->attacktype, 1);
else if (victim->material || victim->materialname)
save_throw_object(victim, trap->attacktype, trap);
break;
}
common_post_ob_move_on(trap, victim, originator);
return METHOD_OK;
}
/**
* Handle ob_process for all SPELL_EFFECT objects.
* @param context The method context
* @param op The spell effect that's being processed.
* @return METHOD_OK
*/
static method_ret spell_effect_type_process(ob_methods *context, object *op) {
switch (op->subtype) {
case SP_BOLT:
move_bolt(op);
break;
case SP_BULLET:
move_bullet(op);
break;
case SP_EXPLOSION:
explosion(op);
break;
case SP_CONE:
move_cone(op);
break;
case SP_BOMB:
animate_bomb(op);
break;
case SP_MAGIC_MISSILE:
move_missile(op);
break;
case SP_WORD_OF_RECALL:
execute_word_of_recall(op);
break;
case SP_MOVING_BALL:
move_ball_spell(op);
break;
case SP_SWARM:
move_swarm_spell(op);
break;
case SP_AURA:
move_aura(op);
break;
}
return METHOD_OK;
}
/**
* Moves bolt 'op'. Basically, it just advances a space, and checks for various
* things that may stop it.
* @param op The bolt object moving.
*/
static void move_bolt(object *op) {
object *tmp;
int mflags;
int16_t x, y;
mapstruct *m;
if (--(op->duration) < 0) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
hit_map(op, 0, op->attacktype, 1);
check_spell_knockback(op);
if (!op->direction)
return;
if (--op->range < 0) {
op->range = 0;
} else {
x = op->x+DIRX(op);
y = op->y+DIRY(op);
m = op->map;
mflags = get_map_flags(m, &m, x, y, &x, &y);
if (mflags&P_OUT_OF_MAP)
return;
/* We are about to run into something - we may bounce */
/* Calling reflwall is pretty costly, as it has to look at all the objects
* on the space. So only call reflwall if we think the data it returns
* will be useful.
*/
if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))
|| ((mflags&P_IS_ALIVE) && reflwall(m, x, y, op))) {
if (!QUERY_FLAG(op, FLAG_REFLECTING))
return;
/* Since walls don't run diagonal, if the bolt is in
* one of 4 main directions, it just reflects back in the
* opposite direction. However, if the bolt is travelling
* on the diagonal, it is trickier - eg, a bolt travelling
* northwest bounces different if it hits a north/south
* wall (bounces to northeast) vs an east/west (bounces
* to the southwest.
*/
if (op->direction&1) {
op->direction = absdir(op->direction+4);
} else {
int left, right;
int mflags;
/* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
* over a corner in a tiled map, it is possible that
* op->direction is within an adjacent map but either
* op->direction-1 or op->direction+1 does not exist.
*/
mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], op->y+freearr_y[absdir(op->direction-1)], &x, &y);
left = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], op->y+freearr_y[absdir(op->direction+1)], &x, &y);
right = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y));
if (left == right)
op->direction = absdir(op->direction+4);
else if (left)
op->direction = absdir(op->direction+2);
else if (right)
op->direction = absdir(op->direction-2);
}
object_update_turn_face(op); /* A bolt *must *be IS_TURNABLE */
return;
} else { /* Create a copy of this object and put it ahead */
tmp = object_new();
object_copy(op, tmp);
tmp->speed_left = -0.1;
tmp = object_insert_in_map_at(tmp, op->map, op, 0, op->x+DIRX(op), op->y+DIRY(op));
/* To make up for the decrease at the top of the function */
tmp->duration++;
/* New forking code. Possibly create forks of this object
* going off in other directions.
*/
if (rndm(0, 99) < tmp->stats.Dex) { /* stats.Dex % of forking */
forklightning(op, tmp);
}
/* In this way, the object left behind sticks on the space, but
* doesn't create any bolts that continue to move onward.
*/
op->range = 0;
} /* copy object and move it along */
} /* if move bolt along */
}
/**
* Moves bullet 'op'. Basically, we move 'op' one square, and if it hits
* something, call check_bullet. This function is only applicable to bullets,
* but not to all fired arches (eg, bolts).
* @param op The bullet being moved.
*/
static void move_bullet(object *op) {
int16_t new_x, new_y;
int mflags;
mapstruct *m;
/* Reached the end of its life - remove it */
if (--op->range <= 0) {
if (op->other_arch) {
explode_bullet(op);
} else {
object_remove(op);
object_free_drop_inventory(op);
}
return;
}
new_x = op->x+DIRX(op);
new_y = op->y+DIRY(op);
m = op->map;
mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y);
if (mflags&P_OUT_OF_MAP) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
if (!op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) {
if (op->other_arch) {
explode_bullet(op);
} else {
object_remove(op);
object_free_drop_inventory(op);
}
return;
}
object_remove(op);
if ((op = object_insert_in_map_at(op, m, op, 0, new_x, new_y)) == NULL)
return;
if (reflwall(op->map, op->x, op->y, op)) {
op->direction = absdir(op->direction+4);
object_update_turn_face(op);
} else {
check_bullet(op);
}
}
/**
* Expands an explosion. op is a piece of the explosion - this expans it in the
* different directions. At least that is what I think this does.
* @param op piece of explosion expanding.
*/
static void explosion(object *op) {
object *tmp;
mapstruct *m = op->map;
int i;
if (--(op->duration) < 0) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
hit_map(op, 0, op->attacktype, 0);
check_spell_knockback(op);
if (op->range > 0) {
for (i = 1; i < 9; i++) {
int16_t dx, dy;
int16_t Dx, Dy;
dx = op->x+freearr_x[i];
dy = op->y+freearr_y[i];
/* ok_to_put_more already does things like checks for walls,
* out of map, etc.
*/
if (ok_to_put_more(op->map, dx, dy, op, op->attacktype)) {
tmp = object_new();
object_copy(op, tmp);
tmp->state = 0;
tmp->speed_left = -0.21;
tmp->range--;
tmp->value = 0;
Dx=dx-op->x;
Dy=dy-op->y;
if (Dx==-1 && Dy==-1){
tmp->direction=8;
}
if (Dx==0 && Dy==-1){
tmp->direction=1;
}
if (Dx==1 && Dy==-1){
tmp->direction=2;
}
if (Dx==1 && Dy==0){
tmp->direction=3;
}
if (Dx==1 && Dy==1){
tmp->direction=4;
}
if (Dx==0 && Dy==1){
tmp->direction=5;
}
if (Dx==-1 && Dy==-1){
tmp->direction=6;
}
if (Dx==-1 && Dy==0){
tmp->direction=7;
}
object_insert_in_map_at(tmp, m, op, 0, dx, dy);
}
}
/* Reset range so we don't try to propogate anymore.
* Call object_merge_spell() to see if we can merge with another
* spell on the space.
*/
op->range = 0;
object_merge_spell(op, op->x, op->y);
}
}
/**
* Causes cone object 'op' to move a space/hit creatures.
* @param op cone object moving.
*/
static void move_cone(object *op) {
int i;
tag_t tag;
/* if no map then hit_map will crash so just ignore object */
if (!op->map) {
LOG(llevError, "Tried to move_cone object %s without a map.\n", op->name ? op->name : "unknown");
op->speed = 0;
object_update_speed(op);
return;
}
/* lava saves it's life, but not yours :) */
if (QUERY_FLAG(op, FLAG_LIFESAVE)) {
hit_map(op, 0, op->attacktype, 0);
return;
}
tag = op->count;
hit_map(op, 0, op->attacktype, 0);
/* Check to see if we should push anything.
* Spell objects with weight push whatever they encounter to some
* degree.
*/
check_spell_knockback(op);
if (object_was_destroyed(op, tag))
return;
if ((op->duration--) < 0) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
/* Object has hit maximum range, so don't have it move
* any further. When the duration above expires,
* then the object will get removed.
*/
if (--op->range < 0) {
op->range = 0; /* just so it doesn't wrap */
return;
}
for (i = -1; i < 2; i++) {
int16_t x = op->x+freearr_x[absdir(op->stats.sp+i)];
int16_t y = op->y+freearr_y[absdir(op->stats.sp+i)];
if (ok_to_put_more(op->map, x, y, op, op->attacktype)) {
object *tmp = object_new();
object_copy(op, tmp);
tmp->duration = op->duration+1;
/* Use for spell tracking - see ok_to_put_more() */
tmp->stats.maxhp = op->stats.maxhp;
object_insert_in_map_at(tmp, op->map, op, 0, x, y);
if (tmp->other_arch)
cone_drop(tmp);
}
}
}
/**
* This handles an exploding bomb.
* @param op The original bomb object.
*/
static void animate_bomb(object *op) {
int i;
object *env, *tmp;
archetype *at;
if (op->state != NUM_ANIMATIONS(op)-1)
return;
env = object_get_env_recursive(op);
if (op->env) {
if (env->map == NULL)
return;
object_remove(op);
if ((op = object_insert_in_map_at(op, env->map, op, 0, env->x, env->y)) == NULL)
return;
}
/* This copies a lot of the code from the fire bullet,
* but using the cast_bullet isn't really feasible,
* so just set up the appropriate values.
*/
at = find_archetype(SPLINT);
if (at) {
for (i = 1; i < 9; i++) {
if (out_of_map(op->map, op->x+freearr_x[i], op->y+freearr_x[i]))
continue;
tmp = arch_to_object(at);
tmp->direction = i;
tmp->range = op->range;
tmp->stats.dam = op->stats.dam;
tmp->duration = op->duration;
tmp->attacktype = op->attacktype;
object_copy_owner(tmp, op);
if (op->skill && op->skill != tmp->skill) {
if (tmp->skill)
free_string(tmp->skill);
tmp->skill = add_refcount(op->skill);
}
object_update_turn_face(tmp);
object_insert_in_map_at(tmp, op->map, op, 0, op->x+freearr_x[i], op->y+freearr_x[i]);
ob_process(tmp);
}
}
explode_bullet(op);
}
/**
* Move a missle object.
* @param op The missile that needs to be moved.
*/
static void move_missile(object *op) {
int i, mflags;
int16_t new_x, new_y;
mapstruct *m;
if (op->range-- <= 0) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
/* call is required to potentially clean owner, but we don't care for the result */
object_get_owner(op);
new_x = op->x+DIRX(op);
new_y = op->y+DIRY(op);
mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y);
if (!(mflags&P_OUT_OF_MAP)
&& ((mflags&P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) {
tag_t tag = op->count;
hit_map(op, op->direction, AT_MAGIC, 1);
/* Basically, missile only hits one thing then goes away.
* we need to remove it if someone hasn't already done so.
*/
if (!object_was_destroyed(op, tag)) {
object_remove(op);
object_free_drop_inventory(op);
}
return;
}
object_remove(op);
if (!op->direction || (mflags&P_OUT_OF_MAP)) {
object_free_drop_inventory(op);
return;
}
i = spell_find_dir(m, new_x, new_y, object_get_owner(op));
if (i > 0 && i != op->direction) {
op->direction = adjust_dir(op->direction, i);
object_update_turn_face(op);
}
object_insert_in_map_at(op, m, op, 0, new_x, new_y);
}
/**
* Handles the actual word of recalling. Called when force in player inventory expires.
* @param op The word of recall effect activating.
*/
static void execute_word_of_recall(object *op) {
object *wor = op;
while (op != NULL && op->type != PLAYER)
op = op->env;
if (op != NULL) {
// Drop any unpaid items that would be carried.
// This prevents abuse of balms of return home in shops.
remove_unpaid_objects(op->inv, op, 0);
enter_exit(op, wor);
}
object_remove(wor);
object_free_drop_inventory(wor);
}
/**
* This handles ball type spells that just sort of wander about.
* Note that duration is handled by process_object() in time.c
* @param op The spell effect.
*/
static void move_ball_spell(object *op) {
int i, j, dam_save, dir, mflags;
int16_t nx, ny, hx, hy;
object *owner;
mapstruct *m;
owner = object_get_owner(op);
/* the following logic makes sure that the ball doesn't move into a wall,
* and makes sure that it will move along a wall to try and get at it's
* victim. The block immediately below more or less chooses a random
* offset to move the ball, eg, keep it mostly on course, with some
* deviations.
*/
dir = 0;
j = rndm(0, 1);
for (i = 1; i <= 9; i++) {
/* i bit 0: alters sign of offset
* other bits (i/2): absolute value of offset
*/
int offset = ((i^j)&1) ? (i/2) : -(i/2);
int tmpdir = absdir(op->direction+offset);
nx = op->x+freearr_x[tmpdir];
ny = op->y+freearr_y[tmpdir];
if (!(get_map_flags(op->map, &m, nx, ny, &nx, &ny)&P_OUT_OF_MAP)
&& !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
dir = tmpdir;
break;
}
}
if (dir == 0) {
nx = op->x;
ny = op->y;
m = op->map;
}
object_remove(op);
object_insert_in_map_at(op, m, op, 0, nx, ny);
dam_save = op->stats.dam; /* save the original dam: we do halfdam on
surrounding squares */
/* loop over current square and neighbors to hit.
* if this has an other_arch field, we insert that in
* the surround spaces.
*/
for (j = 0; j < 9; j++) {
object *new_ob;
hx = nx+freearr_x[j];
hy = ny+freearr_y[j];
m = op->map;
mflags = get_map_flags(m, &m, hx, hy, &hx, &hy);
if (mflags&P_OUT_OF_MAP)
continue;
/* first, don't ever, ever hit the owner. Don't hit out
* of the map either.
*/
if ((mflags&P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map(owner, op))) {
if (j)
op->stats.dam = dam_save/2;
hit_map(op, j, op->attacktype, 1);
}
/* insert the other arch */
if (op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) {
new_ob = arch_to_object(op->other_arch);
object_insert_in_map_at(new_ob, m, op, 0, hx, hy);
}
}
/* restore to the center location and damage*/
op->stats.dam = dam_save;
i = spell_find_dir(op->map, op->x, op->y, object_get_owner(op));
if (i >= 0) { /* we have a preferred direction! */
op->direction = adjust_dir(op->direction, i);
if (rndm(0, 3) != 0)
op->direction = adjust_dir(op->direction, i);
if (rndm(0, 3) == 0)
op->direction = adjust_dir(op->direction, i);
}
}
/*
* This is an implementation of the swarm spell. It was written for meteor
* swarm, but it could be used for any swarm. A swarm spell is a special type
* of object that casts swarms of other types of spells. Which spell it casts
* is flexible. It fires the spells from a set of squares surrounding the
* caster, in a given direction.
* @param op The spell effect.
*/
static void move_swarm_spell(object *op) {
static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
int16_t target_x, target_y, origin_x, origin_y;
int basedir, adjustdir;
mapstruct *m;
object *owner;
owner = object_get_owner(op);
if (op->duration == 0 || owner == NULL || owner->x != op->x || owner->y != op->y) {
object_remove(op);
object_free_drop_inventory(op);
return;
}
op->duration--;
basedir = op->direction;
if (basedir == 0) {
/* spray in all directions! 8) */
basedir = get_random_dir();
}
/* new offset calculation to make swarm element distribution
* more uniform
*/
if (op->duration) {
if (basedir&1) {
adjustdir = cardinal_adjust[rndm(0, 8)];
} else {
adjustdir = diagonal_adjust[rndm(0, 9)];
}
} else {
adjustdir = 0; /* fire the last one from forward. */
}
target_x = op->x+freearr_x[absdir(basedir+adjustdir)];
target_y = op->y+freearr_y[absdir(basedir+adjustdir)];
/* back up one space so we can hit point-blank targets, but this
* necessitates extra out_of_map check below
*/
origin_x = target_x-freearr_x[basedir];
origin_y = target_y-freearr_y[basedir];
/* spell pointer is set up for the spell this casts. Since this
* should just be a pointer to the spell in some inventory,
* it is unlikely to disappear by the time we need it. However,
* do some sanity checking anyways.
*/
if (op->spell && op->spell->type == SPELL && !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y)&P_OUT_OF_MAP)) {
/* Bullet spells have a bunch more customization that needs to be done */
if (op->spell->subtype == SP_BULLET)
fire_arch_from_position(owner, op, origin_x+freearr_x[basedir], origin_y+freearr_y[basedir], basedir, op->spell);
else if (op->spell->subtype == SP_MAGIC_MISSILE)
fire_arch_from_position(owner, op, origin_x, origin_y, basedir, op->spell);
}
}
/**
* Process an aura. An aura is a part of someone's inventory,
* which he carries with him, but which acts on the map immediately
* around him.
* Aura parameters:
* duration: duration counter.
* attacktype: aura's attacktype
* other_arch: archetype to drop where we attack
* @param aura The spell effect.
*/
static void move_aura(object *aura) {
int i, mflags;
object *env;
mapstruct *m;
/* auras belong in inventories */
env = aura->env;
/* no matter what we've gotta remove the aura...
* we'll put it back if its time isn't up.
*/
object_remove(aura);
/* exit if we're out of gas */
if (aura->duration-- < 0) {
object_free_drop_inventory(aura);
return;
}
/* auras only exist in inventories */
if (env == NULL || env->map == NULL) {
object_free_drop_inventory(aura);
return;
}
/* we need to jump out of the inventory for a bit
* in order to hit the map conveniently.
*/
object_insert_in_map_at(aura, env->map, aura, 0, env->x, env->y);
for (i = 1; i < 9; i++) {
int16_t nx, ny;
nx = aura->x+freearr_x[i];
ny = aura->y+freearr_y[i];
mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
/* Consider the movement type of the person with the aura as
* movement type of the aura. Eg, if the player is flying, the aura
* is flying also, if player is walking, it is on the ground, etc.
*/
if (!(mflags&P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
hit_map(aura, i, aura->attacktype, 0);
if (aura->other_arch) {
object *new_ob;
new_ob = arch_to_object(aura->other_arch);
object_insert_in_map_at(new_ob, m, aura, 0, nx, ny);
}
}
}
/* put the aura back in the player's inventory */
object_remove(aura);
object_insert_in_ob(aura, env);
check_spell_expiry(aura);
}
/**
* Causes op to fork.
* @param op original bolt.
* @param tmp first piece of the fork.
*/
static void forklightning(object *op, object *tmp) {
int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
int t_dir; /* stores temporary dir calculation */
mapstruct *m;
int16_t sx, sy;
object *new_bolt;
/* pick a fork direction. tmp->stats.Con is the left bias
* i.e., the chance in 100 of forking LEFT
* Should start out at 50, down to 25 for one already going left
* down to 0 for one going 90 degrees left off original path
*/
if (rndm(0, 99) < tmp->stats.Con) /* fork left */
new_dir = -1;
/* check the new dir for a wall and in the map*/
t_dir = absdir(tmp->direction+new_dir);
if (get_map_flags(tmp->map, &m, tmp->x+freearr_x[t_dir], tmp->y+freearr_y[t_dir], &sx, &sy)&P_OUT_OF_MAP)
return;
if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy)))
return;
/* OK, we made a fork */
new_bolt = object_new();
object_copy(tmp, new_bolt);
/* reduce chances of subsequent forking */
new_bolt->stats.Dex -= 10;
tmp->stats.Dex -= 10; /* less forks from main bolt too */
new_bolt->stats.Con += 25*new_dir; /* adjust the left bias */
new_bolt->speed_left = -0.1;
new_bolt->direction = t_dir;
new_bolt->duration++;
new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
new_bolt->stats.dam++;
tmp->stats.dam /= 2; /* reduce father bolt damage */
tmp->stats.dam++;
new_bolt = object_insert_in_map_at(new_bolt, m, op, 0, sx, sy);
object_update_turn_face(new_bolt);
}
/**
* Checks to see if a spell pushes objects as well as flies
* over and damages them (only used for cones for now)
* but moved here so it could be applied to bolts too
* @param op The spell object.
*/
static void check_spell_knockback(object *op) {
object *tmp, *tmp2; /* object on the map */
int weight_move;
int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
/* if cone object has no weight drop out */
if (!op->weight) {
return;
}
weight_move = op->weight+(op->weight*op->level)/3;
/*LOG(llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight, weight_move, op->name, op->level);*/
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) {
int num_sections = 1;
/* don't move DM */
if (QUERY_FLAG(tmp, FLAG_WIZ))
return;
/* don't move parts of objects */
if (tmp->head)
continue;
/* don't move floors or immobile objects */
if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) || QUERY_FLAG(tmp, FLAG_NO_PICK))
continue;
/* count the object's sections */
for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
num_sections++;
/* I'm not sure if it makes sense to divide by num_sections - bigger
* objects should be harder to move, and we are moving the entire
* object, not just the head, so the total weight should be relevant.
*/
/* surface area? -tm */
if (tmp->move_type&MOVE_FLYING)
frictionmod = 1; /* flying objects loose the friction modifier */
if (rndm(0, weight_move-1) > ((tmp->weight/num_sections)*frictionmod)) { /* move it. */
/* move_object is really for monsters, but looking at
* the move_object function, it appears that it should
* also be safe for objects.
* This does return if successful or not, but
* I don't see us doing anything useful with that information
* right now.
*/
// LOG(llevDebug, "trying move\n");
if (op->direction){
move_object(tmp,absdir(op->direction));
}
else {
(move_object(tmp, absdir(op->stats.sp)));
}
}
else{
// LOG(llevDebug, "did not try move, don't know why\n");
}
}
}
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