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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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
28 */ 27 */
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 162 */
164 163
165void 164void
166move_bolt (object *op) 165move_bolt (object *op)
167{ 166{
168 object *tmp;
169 int mflags; 167 int mflags;
170 sint16 x, y; 168 sint16 x, y;
171 maptile *m; 169 maptile *m;
172 170
173 if (--op->duration < 0) 171 if (--op->duration < 0)
246 else 244 else
247 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 246 object *tmp = op->clone ();
249 247
250 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 251 tmp->duration++;
254 252
255 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 254 * going off in other directions.
338 move_bolt (tmp); 336 move_bolt (tmp);
339 337
340 return 1; 338 return 1;
341} 339}
342 340
343
344
345/*************************************************************************** 341/***************************************************************************
346 * 342 *
347 * BULLET/BALL CODE 343 * BULLET/BALL CODE
348 * 344 *
349 ***************************************************************************/ 345 ***************************************************************************/
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 378 {
383 object *tmp = op->clone (); 379 object *tmp = op->clone ();
384 380
385 tmp->state = 0; 381 tmp->state = 0;
386 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
387 tmp->range--; 383 tmp->range--;
388 tmp->value = 0; 384 tmp->value = 0;
389 385
390 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
391 } 387 }
392 } 388 }
393 } 389 }
394} 390}
395
396 391
397/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
399 * explode. 394 * explode.
400 */ 395 */
519 514
520 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
522 return; 517 return;
523 518
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 520 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 522 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 600 }
606 else 601 else
607 check_bullet (op); 602 check_bullet (op);
608} 603}
609 604
610
611
612
613/* fire_bullet 605/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 609 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
619 * pointers. 611 * pointers.
620 */ 612 */
621
622int 613int
623fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 615{
625 object *tmp = NULL; 616 object *tmp = NULL;
626 int mflags; 617 int mflags;
684 check_bullet (tmp); 675 check_bullet (tmp);
685 676
686 return 1; 677 return 1;
687} 678}
688 679
689
690
691
692/***************************************************************************** 680/*****************************************************************************
693 * 681 *
694 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
695 * 683 *
696 *****************************************************************************/ 684 *****************************************************************************/
697
698 685
699/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
700void 687void
701cone_drop (object *op) 688cone_drop (object *op)
702{ 689{
828 815
829 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 818 * insert it into is blocked.
832 */ 819 */
833 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
834 821
835 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
836 { 823 {
837 sint16 x, y, d; 824 sint16 x, y, d;
838 825
917 else 904 else
918 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
919 } 906 }
920 907
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 910
924 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 913
927 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
928 915
929 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 917 * a single space too many times.
941/**************************************************************************** 928/****************************************************************************
942 * 929 *
943 * BOMB related code 930 * BOMB related code
944 * 931 *
945 ****************************************************************************/ 932 ****************************************************************************/
946
947 933
948/* This handles an exploding bomb. 934/* This handles an exploding bomb.
949 * op is the original bomb object. 935 * op is the original bomb object.
950 */ 936 */
951void 937void
1055 * dir is the direction to look in. 1041 * dir is the direction to look in.
1056 * range is how far out to look. 1042 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1059 */ 1045 */
1060
1061object * 1046object *
1062get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1063{ 1048{
1064 object *target; 1049 object *target;
1065 sint16 x, y; 1050 sint16 x, y;
1084 return NULL; 1069 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1071 return NULL;
1087 1072
1088 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1076 return target;
1095 }
1096 }
1097 }
1098 } 1077 }
1078
1099 return NULL; 1079 return NULL;
1100} 1080}
1101
1102 1081
1103/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1105 * usual params - 1084 * usual params -
1106 * op = player 1085 * op = player
1107 * caster = object casting the spell. 1086 * caster = object casting the spell.
1108 * dir = direction being cast 1087 * dir = direction being cast
1109 * spell = spell object 1088 * spell = spell object
1110 */ 1089 */
1111
1112int 1090int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1092{
1115 object *effect, *target; 1093 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1274 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1278 */ 1256 */
1279
1280int 1257int
1281make_object_glow (object *op, int radius, int time) 1258make_object_glow (object *op, int radius, int time)
1282{ 1259{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1262 return 0;
1288 1263
1289 tmp = get_archetype (FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1266 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1268 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1271
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1302 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1304 1276
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1277 return 1;
1311} 1278}
1312
1313
1314
1315 1279
1316int 1280int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1282{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1304 else if (caster->skill)
1341 op->skill = caster->skill; 1305 op->skill = caster->skill;
1342 else 1306 else
1343 op->skill = NULL; 1307 op->skill = NULL;
1344 1308
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1346 1310
1347 for (i = -range; i < range; i++) 1311 for (i = -range; i < range; i++)
1348 { 1312 {
1349 for (j = -range; j < range; j++) 1313 for (j = -range; j < range; j++)
1350 { 1314 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1419 }
1456 return 1; 1420 return 1;
1457 } 1421 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1423 force->speed = 1.f;
1460 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1462 1426
1463 if (god) 1427 if (god)
1464 { 1428 {
1465 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1446 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1447 tmp->update_stats ();
1484 return 1; 1448 return 1;
1485 1449
1486} 1450}
1487
1488 1451
1489/********************************************************************** 1452/**********************************************************************
1490 * mood change 1453 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1454 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1455 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1486 race = god->race;
1524 else 1487 else
1525 race = spell->race; 1488 race = spell->race;
1526 1489
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1490 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1491 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1492 {
1531
1532 done_one = 0; 1493 done_one = 0;
1533 m = op->map; 1494 m = op->map;
1534 nx = x; 1495 nx = x;
1535 ny = y; 1496 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1500
1540 /* If there is nothing living on this space, no need to go further */ 1501 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1502 if (!(mflags & P_IS_ALIVE))
1542 continue; 1503 continue;
1543 1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1512 break;
1547 1513
1548 /* There can be living objects that are not monsters */ 1514 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1515 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1522 head = tmp;
1557 1523
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1525 if (race && head->race && !strstr (race, head->race))
1560 continue; 1526 continue;
1527
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1529 continue;
1563 1530
1564 /* Now do a bunch of stuff related to saving throws */ 1531 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1532 best_at = -1;
1582 at -= level / 5; 1549 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1550 if (did_make_save (head, head->level, at))
1584 continue; 1551 continue;
1585 } 1552 }
1586 else /* spell->attacktype */ 1553 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1554 {
1555 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559
1560 The chance will then be in the range [20-70] percent, not too bad.
1561
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster...
1564
1565 Ryo, august 14th
1566 */
1600 if (head->level > level) 1567 if (head->level > level)
1601 continue; 1568 continue;
1569
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1571 /* Failed, no effect */
1604 continue; 1572 continue;
1605 } 1573 }
1606 1574
1607 /* Done with saving throw. Now start effecting the monster */ 1575 /* Done with saving throw. Now start affecting the monster */
1608 1576
1609 /* aggravation */ 1577 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1579 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1581 remove_friendly_object (head);
1615
1616 done_one = 1; 1582 done_one = 1;
1617 head->enemy = op; 1583 head->enemy = op;
1618 } 1584 }
1619 1585
1620 /* calm monsters */ 1586 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1596 {
1631 SET_FLAG (head, FLAG_BERSERK); 1597 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1598 done_one = 1;
1633 } 1599 }
1600
1634 /* charm */ 1601 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1603 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1605 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1608 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1687 * the surround spaces.
1722 */ 1688 */
1723 for (j = 0; j < 9; j++) 1689 for (j = 0; j < 9; j++)
1724 { 1690 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1691 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1692 hy = ny + freearr_y[j];
1729 1693
1730 m = op->map; 1694 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1771#if 0
1808 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1775 // space.
1812 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1813 // (schmorp) 1777 // (schmorp)
1814 1778
1815 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1816 * more uniform 1780 * more uniform
1817 */ 1781 */
2107 if (disease->stats.sp) 2071 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2072 disease->stats.sp -= dam_mod;
2109 2073
2110 if (infect_object (walk, disease, 1)) 2074 if (infect_object (walk, disease, 1))
2111 { 2075 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2077
2116 disease->destroy (); /* don't need this one anymore */ 2078 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2080 return 1;
2119 } 2081 }
2120 2082
2121 disease->destroy (); 2083 disease->destroy ();
2122 } 2084 }

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