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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
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 */ 44 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
344 * BULLET/BALL CODE 341 * BULLET/BALL CODE
345 * 342 *
346 ***************************************************************************/ 343 ***************************************************************************/
347 344
348/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 347 * At least that is what I think this does.
351 */ 348 */
352void 349void
353explosion (object *op) 350explosion (object *op)
354{ 351{
406 return; 403 return;
407 } 404 }
408 405
409 if (op->env) 406 if (op->env)
410 { 407 {
411 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
484 482
485 /* Prevent recursion */ 483 /* Prevent recursion */
486 op->move_on = 0; 484 op->move_on = 0;
487 485
488 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
489 /* remove the firebullet */ 489 /* remove the firebullet */
490 op->destroy (); 490 op->destroy ();
491} 491}
492 492
493/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
618 int mflags; 618 int mflags;
619 619
620 if (!spob->other_arch) 620 if (!spob->other_arch)
621 return 0; 621 return 0;
622 622
623 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 624 if (!tmp)
625 return 0; 625 return 0;
626 626
627 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 630 if (spob->slaying)
631 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
632 632
642 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
643 643
644 tmp->set_owner (op); 644 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
646 646
647 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 649 tmp->map = op->map;
650 650
651 maptile *newmap; 651 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
936 * op is the original bomb object. 936 * op is the original bomb object.
937 */ 937 */
938void 938void
939animate_bomb (object *op) 939animate_bomb (object *op)
940{ 940{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 942 return;
946 943
947 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
948 945
949 if (op->env) 946 if (op->env)
950 { 947 {
951 if (env->map == NULL) 948 if (env->map == NULL)
952 return; 949 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 950
957 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
958 return; 952 return;
959 } 953 }
960 954
971 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 966 * so just set up the appropriate values.
973 */ 967 */
974 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
975 { 969 {
976 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
977 { 971 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 973 continue;
980 974
981 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
982 tmp->direction = i; 976 tmp->direction = i;
983 tmp->range = op->range; 977 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 979 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1000} 994}
1001 995
1002int 996int
1003create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 998{
1005
1006 object *tmp; 999 object *tmp;
1007 int mflags; 1000 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1002 maptile *m;
1010 1003
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1006 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1008 return 0;
1016 } 1009 }
1010
1017 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1018 1012
1019 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1080 * op = player
1087 * caster = object casting the spell. 1081 * caster = object casting the spell.
1088 * dir = direction being cast 1082 * dir = direction being cast
1089 * spell = spell object 1083 * spell = spell object
1090 */ 1084 */
1091
1092int 1085int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1087{
1095 object *effect, *target; 1088 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1175 1168
1176 return 1; 1169 return 1;
1177} 1170}
1178 1171
1179
1180/**************************************************************************** 1172/****************************************************************************
1181 * 1173 *
1182 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1176 * code here is just to move the missile.
1254 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1258 */ 1250 */
1259
1260int 1251int
1261make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1262{ 1253{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1256 return 0;
1268 1257
1269 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1260 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1265
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1282 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1284 1270
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1271 return 1;
1291} 1272}
1292 1273
1293int 1274int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1385 { 1366 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1368 return 0;
1388 } 1369 }
1389 1370
1371 tmp = tmp->head_ ();
1372
1390 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1392 { 1375 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1377 {
1395 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1396 { 1379 {
1402 return 0; 1385 return 0;
1403 } 1386 }
1404 } 1387 }
1405 } 1388 }
1406 1389
1407 if (force == NULL) 1390 if (!force)
1408 { 1391 {
1409 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1411 if (spell_ob->race) 1395 if (spell_ob->race)
1412 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1413 else 1397 else
1414 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1415 1399
1425 { 1409 {
1426 force->duration = duration; 1410 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1412 }
1429 else 1413 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1415
1433 return 1; 1416 return 1;
1434 } 1417 }
1418
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1420 force->speed = 1.f;
1437 force->speed_left = -1.f; 1421 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1439 1423
1612 } 1596 }
1613 1597
1614 /* charm */ 1598 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1607 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1741 1727
1742 op->direction = i; 1728 op->direction = i;
1743 } 1729 }
1744} 1730}
1745 1731
1746
1747/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1738 */
1754
1755void 1739void
1756move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1757{ 1741{
1758#if 0 1742#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1746 int adjustdir;
1763 maptile *m; 1747 maptile *m;
1764#endif 1748#endif
1765 int basedir;
1766 object *owner; 1749 object *owner = op->env;
1767 1750
1768 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1769 if (op->duration == 0 || owner == NULL)
1770 { 1752 {
1771 op->destroy (); 1753 op->destroy ();
1772 return; 1754 return;
1773 } 1755 }
1774 1756
1775 op->duration--; 1757 op->duration--;
1776 1758
1777 basedir = op->direction; 1759 int basedir = op->direction;
1778 if (basedir == 0) 1760 if (!basedir)
1779 {
1780 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1782 }
1783 1763
1784#if 0 1764#if 0
1785 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1847 { 1827 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1833 }
1854} 1834}
1855
1856
1857
1858 1835
1859/* fire_swarm: 1836/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1839 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1845 * n: the number to be fired.
1869 */ 1846 */
1870
1871int 1847int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1849{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1850 if (!spell->other_arch)
1878 return 0; 1851 return 0;
1879 1852
1880 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1882 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1888 1858
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1891 return 1; 1861 return 1;
1892 1862
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1866
1897 tmp->direction = dir; 1867 tmp->direction = dir;
1898 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1871
1900 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1901 return 1; 1874 return 1;
1902} 1875}
1903
1904 1876
1905/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1906 * function. 1878 * function.
1907 */ 1879 */
1908int 1880int
1970 1942
1971 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1972 return 1; 1944 return 1;
1973} 1945}
1974 1946
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1948 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1981 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1983 */ 1952 */
1984
1985int 1953int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1955{
1988 sint16 x, y; 1956 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1965 * direction the player is pointing.
1998 */ 1966 */
1999 if (!dir) 1967 if (!dir)
2000 dir = op->facing; 1968 dir = op->facing;
1969
2001 if (!dir) 1970 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2003 1972
2004 /* Calculate these once here */ 1973 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2008 /* do level adjustments */
2040 if (disease->stats.wc) 2009 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2042 2011
2043 if (disease->magic > 0) 2012 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2045 2014
2046 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2048 2017
2049 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)

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