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 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 |
… | |
… | |
405 | return; |
405 | return; |
406 | } |
406 | } |
407 | |
407 | |
408 | if (op->env) |
408 | if (op->env) |
409 | { |
409 | { |
410 | object *env = object_get_env_recursive (op); |
410 | object *env = op->outer_env (); |
|
|
411 | |
411 | if (env->map == NULL || out_of_map (env->map, env->x, env->y)) |
412 | if (!env->map || out_of_map (env->map, env->x, env->y)) |
412 | { |
413 | { |
413 | LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
414 | LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
414 | op->destroy (); |
415 | op->destroy (); |
415 | return; |
416 | return; |
416 | } |
417 | } |
… | |
… | |
937 | * op is the original bomb object. |
938 | * op is the original bomb object. |
938 | */ |
939 | */ |
939 | void |
940 | void |
940 | animate_bomb (object *op) |
941 | animate_bomb (object *op) |
941 | { |
942 | { |
942 | int i; |
|
|
943 | object *env, *tmp; |
|
|
944 | |
|
|
945 | if (op->state != NUM_ANIMATIONS (op) - 1) |
943 | if (op->state != NUM_ANIMATIONS (op) - 1) |
946 | return; |
944 | return; |
947 | |
945 | |
948 | env = object_get_env_recursive (op); |
946 | object *env = op->outer_env (); |
949 | |
947 | |
950 | if (op->env) |
948 | if (op->env) |
951 | { |
949 | { |
952 | if (env->map == NULL) |
950 | if (env->map == NULL) |
953 | return; |
951 | return; |
… | |
… | |
972 | * but using the cast_bullet isn't really feasible, |
970 | * but using the cast_bullet isn't really feasible, |
973 | * so just set up the appropriate values. |
971 | * so just set up the appropriate values. |
974 | */ |
972 | */ |
975 | if (archetype *at = archetype::find (SPLINT)) |
973 | if (archetype *at = archetype::find (SPLINT)) |
976 | { |
974 | { |
977 | for (i = 1; i < 9; i++) |
975 | for (int i = 1; i < 9; i++) |
978 | { |
976 | { |
979 | if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
977 | if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
980 | continue; |
978 | continue; |
981 | |
979 | |
982 | tmp = arch_to_object (at); |
980 | object *tmp = arch_to_object (at); |
983 | tmp->direction = i; |
981 | tmp->direction = i; |
984 | tmp->range = op->range; |
982 | tmp->range = op->range; |
985 | tmp->stats.dam = op->stats.dam; |
983 | tmp->stats.dam = op->stats.dam; |
986 | tmp->duration = op->duration; |
984 | tmp->duration = op->duration; |
987 | tmp->attacktype = op->attacktype; |
985 | tmp->attacktype = op->attacktype; |