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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 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 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 */ 44 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 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))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
483 482
484 /* Prevent recursion */ 483 /* Prevent recursion */
485 op->move_on = 0; 484 op->move_on = 0;
486 485
487 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
488 /* remove the firebullet */ 489 /* remove the firebullet */
489 op->destroy (); 490 op->destroy ();
490} 491}
491 492
492/* 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
617 int mflags; 618 int mflags;
618 619
619 if (!spob->other_arch) 620 if (!spob->other_arch)
620 return 0; 621 return 0;
621 622
622 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 624 if (!tmp)
624 return 0; 625 return 0;
625 626
626 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 630 if (spob->slaying)
630 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
631 632
641 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
642 643
643 tmp->set_owner (op); 644 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
645 646
646 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 649 tmp->map = op->map;
649 650
650 maptile *newmap; 651 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
935 * op is the original bomb object. 936 * op is the original bomb object.
936 */ 937 */
937void 938void
938animate_bomb (object *op) 939animate_bomb (object *op)
939{ 940{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 942 return;
945 943
946 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
947 945
948 if (op->env) 946 if (op->env)
949 { 947 {
950 if (env->map == NULL) 948 if (env->map == NULL)
951 return; 949 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 950
956 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
957 return; 952 return;
958 } 953 }
959 954
970 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 966 * so just set up the appropriate values.
972 */ 967 */
973 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
974 { 969 {
975 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
976 { 971 {
977 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]))
978 continue; 973 continue;
979 974
980 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
981 tmp->direction = i; 976 tmp->direction = i;
982 tmp->range = op->range; 977 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 979 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
999} 994}
1000 995
1001int 996int
1002create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 998{
1004
1005 object *tmp; 999 object *tmp;
1006 int mflags; 1000 int mflags;
1007 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];
1008 maptile *m; 1002 maptile *m;
1009 1003
1011 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))
1012 { 1006 {
1013 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.");
1014 return 0; 1008 return 0;
1015 } 1009 }
1010
1016 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1017 1012
1018 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1085 * op = player 1080 * op = player
1086 * caster = object casting the spell. 1081 * caster = object casting the spell.
1087 * dir = direction being cast 1082 * dir = direction being cast
1088 * spell = spell object 1083 * spell = spell object
1089 */ 1084 */
1090
1091int 1085int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1087{
1094 object *effect, *target; 1088 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1173 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1174 1168
1175 return 1; 1169 return 1;
1176} 1170}
1177 1171
1178
1179/**************************************************************************** 1172/****************************************************************************
1180 * 1173 *
1181 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1182 * 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
1183 * code here is just to move the missile. 1176 * code here is just to move the missile.
1253 * 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
1254 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1257 */ 1250 */
1258
1259int 1251int
1260make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1261{ 1253{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1256 return 0;
1267 1257
1268 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1260 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1275 1265
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1281 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1283 1270
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1271 return 1;
1290} 1272}
1291 1273
1292int 1274int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1384 { 1366 {
1385 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.");
1386 return 0; 1368 return 0;
1387 } 1369 }
1388 1370
1371 tmp = tmp->head_ ();
1372
1389 /* 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. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1391 { 1375 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1377 {
1394 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1395 { 1379 {
1401 return 0; 1385 return 0;
1402 } 1386 }
1403 } 1387 }
1404 } 1388 }
1405 1389
1406 if (force == NULL) 1390 if (!force)
1407 { 1391 {
1408 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1410 if (spell_ob->race) 1395 if (spell_ob->race)
1411 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1412 else 1397 else
1413 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1414 1399
1424 { 1409 {
1425 force->duration = duration; 1410 force->duration = duration;
1426 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.");
1427 } 1412 }
1428 else 1413 else
1429 {
1430 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.");
1431 } 1415
1432 return 1; 1416 return 1;
1433 } 1417 }
1418
1434 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;
1435 force->speed = 1.f; 1420 force->speed = 1.f;
1436 force->speed_left = -1.f; 1421 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1438 1423
1611 } 1596 }
1612 1597
1613 /* charm */ 1598 /* charm */
1614 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))
1615 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 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.
1618 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. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1607 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1740 1727
1741 op->direction = i; 1728 op->direction = i;
1742 } 1729 }
1743} 1730}
1744 1731
1745
1746/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1747 * 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
1748 * 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
1749 * 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
1750 * 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
1751 * 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.
1752 */ 1738 */
1753
1754void 1739void
1755move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1756{ 1741{
1757#if 0 1742#if 0
1758 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 };
1759 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 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1746 int adjustdir;
1762 maptile *m; 1747 maptile *m;
1763#endif 1748#endif
1764 int basedir;
1765 object *owner; 1749 object *owner = op->env;
1766 1750
1767 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1768 if (op->duration == 0 || owner == NULL)
1769 { 1752 {
1770 op->destroy (); 1753 op->destroy ();
1771 return; 1754 return;
1772 } 1755 }
1773 1756
1774 op->duration--; 1757 op->duration--;
1775 1758
1776 basedir = op->direction; 1759 int basedir = op->direction;
1777 if (basedir == 0) 1760 if (!basedir)
1778 {
1779 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1781 }
1782 1763
1783#if 0 1764#if 0
1784 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1786 // 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
1846 { 1827 {
1847 /* 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 */
1848 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 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);
1852 } 1833 }
1853} 1834}
1854
1855
1856
1857 1835
1858/* fire_swarm: 1836/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1839 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1845 * n: the number to be fired.
1868 */ 1846 */
1869
1870int 1847int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1849{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1850 if (!spell->other_arch)
1877 return 0; 1851 return 0;
1878 1852
1879 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1881 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1882
1883 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. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1887 1858
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1890 return 1; 1861 return 1;
1891 1862
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1866
1896 tmp->direction = dir; 1867 tmp->direction = dir;
1897 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
1898 1871
1899 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1900 return 1; 1874 return 1;
1901} 1875}
1902
1903 1876
1904/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1905 * function. 1878 * function.
1906 */ 1879 */
1907int 1880int
1969 1942
1970 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1971 return 1; 1944 return 1;
1972} 1945}
1973 1946
1974
1975
1976
1977/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1948 * player and infects someone.
1979 * 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
1980 * 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
1981 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1982 */ 1952 */
1983
1984int 1953int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1955{
1987 sint16 x, y; 1956 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1995 /* 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
1996 * direction the player is pointing. 1965 * direction the player is pointing.
1997 */ 1966 */
1998 if (!dir) 1967 if (!dir)
1999 dir = op->facing; 1968 dir = op->facing;
1969
2000 if (!dir) 1970 if (!dir)
2001 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 */
2002 1972
2003 /* Calculate these once here */ 1973 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2038 /* do level adjustments */ 2008 /* do level adjustments */
2039 if (disease->stats.wc) 2009 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2041 2011
2042 if (disease->magic > 0) 2012 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2044 2014
2045 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2047 2017
2048 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)

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