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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

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 */
158} 155}
159 156
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
162 */ 159 */
163
164void 160void
165move_bolt (object *op) 161move_bolt (object *op)
166{ 162{
167 int mflags; 163 int mflags;
168 sint16 x, y; 164 sint16 x, y;
251 tmp->duration++; 247 tmp->duration++;
252 248
253 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 250 * going off in other directions.
255 */ 251 */
256 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 254
261 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
263 */ 257 */
264 op->range = 0; 258 op->range = 0;
288 return 0; 282 return 0;
289 283
290 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
293 if (spob->slaying) 288 if (spob->slaying)
294 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
299 295
435 } 431 }
436 432
437 if (op->attacktype) 433 if (op->attacktype)
438 { 434 {
439 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
440 if (op->destroyed ()) 437 if (op->destroyed ())
441 return; 438 return;
442 } 439 }
443 440
444 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 520 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 522 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 526 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 528 {
531 op->destroy (); 529 op->destroy ();
620 int mflags; 618 int mflags;
621 619
622 if (!spob->other_arch) 620 if (!spob->other_arch)
623 return 0; 621 return 0;
624 622
625 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 624 if (!tmp)
627 return 0; 625 return 0;
628 626
629 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
630 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);
631 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 630 if (spob->slaying)
633 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
634 632
644 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
645 643
646 tmp->set_owner (op); 644 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
648 646
649 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 649 tmp->map = op->map;
652 650
653 maptile *newmap; 651 maptile *newmap;
654 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);
655 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 704
707void 705void
708move_cone (object *op) 706move_cone (object *op)
709{ 707{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 709 if (!op->map)
714 { 710 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 712 op->set_speed (0);
761 { 757 {
762 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
763 return; 759 return;
764 } 760 }
765 761
766 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
767 { 763 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 765
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 767 {
1180 1176
1181/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1182void 1178void
1183move_missile (object *op) 1179move_missile (object *op)
1184{ 1180{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1191 { 1182 {
1192 op->destroy (); 1183 op->destroy ();
1193 return; 1184 return;
1194 } 1185 }
1195 1186
1196 owner = op->owner; 1187 mapxy pos (op);
1197#if 0 1188 pos.move (op->direction);
1198 /* It'd make things nastier if this wasn't here - spells cast by 1189
1199 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1200 */
1201 if (owner == NULL)
1202 { 1191 {
1203 op->destroy (); 1192 op->destroy ();
1204 return; 1193 return;
1205 } 1194 }
1206#endif
1207 1195
1208 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1209 new_y = op->y + DIRY (op);
1210 1197
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1199 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1218 */ 1203 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1204 op->destroy ();
1230 return; 1205 return;
1231 } 1206 }
1232 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1235 { 1216 {
1236 op->direction = i; 1217 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1238 } 1219 }
1239 1220
1240 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1241} 1222}
1242 1223
1243/**************************************************************************** 1224/****************************************************************************
1244 * Destruction 1225 * Destruction
1245 ****************************************************************************/ 1226 ****************************************************************************/
1302 else 1283 else
1303 op->skill = NULL; 1284 op->skill = NULL;
1304 1285
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1306 1287
1307 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1308 { 1289 {
1309 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1310 { 1291 {
1311 m = op->map; 1292 m = op->map;
1312 sx = op->x + i; 1293 sx = op->x + i;
1313 sy = op->y + j; 1294 sy = op->y + j;
1314 1295
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1313 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1315 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1336 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1338 } 1320 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1340 { 1322 {
1598 } 1580 }
1599 1581
1600 /* charm */ 1582 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1591 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1702 1686
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1688 {
1705 if (j) 1689 if (j)
1706 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1707 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1693 }
1710 1694
1711 /* insert the other arch */ 1695 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 1711
1728 op->direction = i; 1712 op->direction = i;
1729 } 1713 }
1730} 1714}
1731 1715
1732
1733/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1735 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1736 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1737 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1738 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1722 */
1740
1741void 1723void
1742move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1743{ 1725{
1744#if 0 1726#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1730 int adjustdir;
1749 maptile *m; 1731 maptile *m;
1750#endif 1732#endif
1751 int basedir;
1752 object *owner; 1733 object *owner = op->env;
1753 1734
1754 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1755 if (op->duration == 0 || owner == NULL)
1756 { 1736 {
1757 op->destroy (); 1737 op->destroy ();
1758 return; 1738 return;
1759 } 1739 }
1760 1740
1761 op->duration--; 1741 op->duration--;
1762 1742
1763 basedir = op->direction; 1743 int basedir = op->direction;
1764 if (basedir == 0) 1744 if (!basedir)
1765 {
1766 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1768 }
1769 1747
1770#if 0 1748#if 0
1771 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1773 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1833 { 1811 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1817 }
1840} 1818}
1841
1842
1843
1844 1819
1845/* fire_swarm: 1820/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1823 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1829 * n: the number to be fired.
1855 */ 1830 */
1856
1857int 1831int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1833{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1834 if (!spell->other_arch)
1864 return 0; 1835 return 0;
1865 1836
1866 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1868 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1874 1842
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1877 return 1; 1845 return 1;
1878 1846
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1850
1883 tmp->direction = dir; 1851 tmp->direction = dir;
1884 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1855
1886 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1887 return 1; 1858 return 1;
1888} 1859}
1889
1890 1860
1891/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1892 * function. 1862 * function.
1893 */ 1863 */
1894int 1864int
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1896 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1898 if (target->head)
1929 target = target->head; 1899 target = target->head;
1900
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1932 } 1903 }
1933 } 1904 }
1934 1905
1935 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */

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