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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 1.62 by root, Mon Jul 14 00:04:57 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 */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 521 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 523 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 527 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 528 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 529 {
531 op->destroy (); 530 op->destroy ();
620 int mflags; 619 int mflags;
621 620
622 if (!spob->other_arch) 621 if (!spob->other_arch)
623 return 0; 622 return 0;
624 623
625 tmp = arch_to_object (spob->other_arch); 624 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 625 if (!tmp)
627 return 0; 626 return 0;
628 627
629 /* peterm: level dependency for bolts */ 628 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 630 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 631 if (spob->slaying)
633 tmp->slaying = spob->slaying; 632 tmp->slaying = spob->slaying;
634 633
644 SET_ANIMATION (tmp, dir); 643 SET_ANIMATION (tmp, dir);
645 644
646 tmp->set_owner (op); 645 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 646 set_spell_skill (op, caster, spob, tmp);
648 647
649 tmp->x = op->x + freearr_x[dir]; 648 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 649 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 650 tmp->map = op->map;
652 651
653 maptile *newmap; 652 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 654 if (mflags & P_OUT_OF_MAP)
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 704/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 705
707void 706void
708move_cone (object *op) 707move_cone (object *op)
709{ 708{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 709 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 710 if (!op->map)
714 { 711 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 713 op->set_speed (0);
746 check_spell_knockback (op); 743 check_spell_knockback (op);
747 744
748 if (op->destroyed ()) 745 if (op->destroyed ())
749 return; 746 return;
750 747
751 if ((op->duration--) < 0) 748 if (op->duration-- < 0)
752 { 749 {
753 op->destroy (); 750 op->destroy ();
754 return; 751 return;
755 } 752 }
756 /* Object has hit maximum range, so don't have it move 753 /* Object has hit maximum range, so don't have it move
761 { 758 {
762 op->range = 0; /* just so it doesn't wrap */ 759 op->range = 0; /* just so it doesn't wrap */
763 return; 760 return;
764 } 761 }
765 762
766 for (i = -1; i < 2; i++) 763 for (int i = -1; i <= 1; i++)
767 { 764 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 766
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 768 {
1180 1177
1181/* op is a missile that needs to be moved */ 1178/* op is a missile that needs to be moved */
1182void 1179void
1183move_missile (object *op) 1180move_missile (object *op)
1184{ 1181{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1182 if (op->range-- <= 0)
1191 { 1183 {
1192 op->destroy (); 1184 op->destroy ();
1193 return; 1185 return;
1194 } 1186 }
1195 1187
1196 owner = op->owner; 1188 mapxy pos (op);
1197#if 0 1189 pos.move (op->direction);
1198 /* It'd make things nastier if this wasn't here - spells cast by 1190
1199 * monster that are then killed would continue to survive 1191 if (!pos.normalise ())
1200 */
1201 if (owner == NULL)
1202 { 1192 {
1203 op->destroy (); 1193 op->destroy ();
1204 return; 1194 return;
1205 } 1195 }
1206#endif
1207 1196
1208 new_x = op->x + DIRX (op); 1197 mapspace &ms = pos.ms ();
1209 new_y = op->y + DIRY (op);
1210 1198
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1199 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 { 1200 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1201 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1202 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1203 * we need to remove it if someone hasn't already done so.
1218 */ 1204 */
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 (); 1205 op->destroy ();
1230 return; 1206 return;
1231 } 1207 }
1232 1208
1209 if (!op->direction)
1210 {
1211 op->destroy ();
1212 return;
1213 }
1214
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1215 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1216 if (i > 0 && i != op->direction)
1235 { 1217 {
1236 op->direction = i; 1218 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1219 SET_ANIMATION (op, op->direction);
1238 } 1220 }
1239 1221
1240 m->insert (op, new_x, new_y, op); 1222 pos.insert (op, op);
1241} 1223}
1242 1224
1243/**************************************************************************** 1225/****************************************************************************
1244 * Destruction 1226 * Destruction
1245 ****************************************************************************/ 1227 ****************************************************************************/
1302 else 1284 else
1303 op->skill = NULL; 1285 op->skill = NULL;
1304 1286
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1287 op->change_skill (find_skill_by_name (op, op->skill));
1306 1288
1307 for (i = -range; i < range; i++) 1289 for (i = -range; i <= range; i++)
1308 { 1290 {
1309 for (j = -range; j < range; j++) 1291 for (j = -range; j <= range; j++)
1310 { 1292 {
1311 m = op->map; 1293 m = op->map;
1312 sx = op->x + i; 1294 sx = op->x + i;
1313 sy = op->y + j; 1295 sy = op->y + j;
1314 1296
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1314 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1315 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1316 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318
1336 if (spell_ob->other_arch) 1319 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1338 } 1321 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1340 { 1323 {
1598 } 1581 }
1599 1582
1600 /* charm */ 1583 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1585 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1588 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1589 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. */ 1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1591 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1592 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1593 set_spell_skill (op, caster, spell, head);
1626 * about. was called move_ball_lightning, but since more than the ball 1611 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1612 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1613 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1614 * note that duration is handled by process_object() in time.c
1630 */ 1615 */
1631
1632void 1616void
1633move_ball_spell (object *op) 1617move_ball_spell (object *op)
1634{ 1618{
1635 int i, j, dam_save, dir, mflags; 1619 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1620 sint16 nx, ny, hx, hy;
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 (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1736 {
1737 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1738 op->destroy ();
1758 return; 1739 return;
1759 } 1740 }
1760 1741
1742 if (!op->duration || !owner->is_on_map ())
1743 {
1744 op->destroy ();
1745 return;
1746 }
1747
1761 op->duration--; 1748 op->duration--;
1762 1749
1763 basedir = op->direction; 1750 int basedir = op->direction;
1764 if (basedir == 0) 1751 if (!basedir)
1765 { 1752 {
1766 /* spray in all directions! 8) */ 1753 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1754 op->facing = (op->facing + op->state) & 7;
1755 basedir = op->facing + 1;
1768 } 1756 }
1769 1757
1770#if 0 1758#if 0
1771 // this is bogus: it causes wrong places to be checked below 1759 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1760 // (a wall 2 cells away will block the effect...) and
1833 { 1821 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1822 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1823 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1824 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1825 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1826 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1827 }
1840} 1828}
1841
1842
1843
1844 1829
1845/* fire_swarm: 1830/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1831 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1832 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1833 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1836 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1837 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1838 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1839 * n: the number to be fired.
1855 */ 1840 */
1856
1857int 1841int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1842fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1843{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1844 if (!spell->other_arch)
1864 return 0; 1845 return 0;
1865 1846
1866 tmp = get_archetype (SWARM_SPELL); 1847 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1848
1868 set_spell_skill (op, caster, spell, tmp); 1849 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1851 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1852 tmp->attacktype = tmp->spell->attacktype;
1874 1853
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1855 if (!tailor_god_spell (tmp, op))
1877 return 1; 1856 return 1;
1878 1857
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1858 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1859 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1860 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1861
1862 tmp->invisible = 1;
1863 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1864 tmp->direction = dir;
1884 tmp->invisible = 1; 1865 tmp->facing = rndm (1, 8); // initial firing direction
1866 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1867
1886 tmp->insert_at (op, op); 1868 op->insert (tmp);
1869
1887 return 1; 1870 return 1;
1888} 1871}
1889
1890 1872
1891/* See the spells documentation file for why this is its own 1873/* See the spells documentation file for why this is its own
1892 * function. 1874 * function.
1893 */ 1875 */
1894int 1876int
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1907 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1908 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1909 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1910 if (target->head)
1929 target = target->head; 1911 target = target->head;
1912
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1913 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1914 return 1; /* one success only! */
1932 } 1915 }
1933 } 1916 }
1934 1917
1935 /* no live target, perhaps a wall is in the way? */ 1918 /* no live target, perhaps a wall is in the way? */

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