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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.54 by root, Wed Apr 30 10:31:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
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 ***************************************************************************/
350 346
351/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 349 * At least that is what I think this does.
354 */ 350 */
355void 351void
356explosion (object *op) 352explosion (object *op)
357{ 353{
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 */
410 return; 405 return;
411 } 406 }
412 407
413 if (op->env) 408 if (op->env)
414 { 409 {
415 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 413 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 415 op->destroy ();
420 return; 416 return;
421 } 417 }
488 484
489 /* Prevent recursion */ 485 /* Prevent recursion */
490 op->move_on = 0; 486 op->move_on = 0;
491 487
492 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
493 /* remove the firebullet */ 491 /* remove the firebullet */
494 op->destroy (); 492 op->destroy ();
495} 493}
496 494
497/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
519 517
520 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
522 return; 520 return;
523 521
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 523 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 525 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 603 }
606 else 604 else
607 check_bullet (op); 605 check_bullet (op);
608} 606}
609 607
610
611
612
613/* fire_bullet 608/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 612 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
619 * pointers. 614 * pointers.
620 */ 615 */
621
622int 616int
623fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 618{
625 object *tmp = NULL; 619 object *tmp = NULL;
626 int mflags; 620 int mflags;
684 check_bullet (tmp); 678 check_bullet (tmp);
685 679
686 return 1; 680 return 1;
687} 681}
688 682
689
690
691
692/***************************************************************************** 683/*****************************************************************************
693 * 684 *
694 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
695 * 686 *
696 *****************************************************************************/ 687 *****************************************************************************/
697
698 688
699/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
700void 690void
701cone_drop (object *op) 691cone_drop (object *op)
702{ 692{
828 818
829 /* Need to know what the movetype of the object we are about 819 /* 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 820 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 821 * insert it into is blocked.
832 */ 822 */
833 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
834 824
835 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
836 { 826 {
837 sint16 x, y, d; 827 sint16 x, y, d;
838 828
917 else 907 else
918 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
919 } 909 }
920 910
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 913
924 if (!tmp->move_on && tmp->stats.dam) 914 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); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 916
927 m->insert (tmp, sx, sy, op); 917 m->insert (tmp, sx, sy, op);
928 918
929 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 920 * a single space too many times.
942 * 932 *
943 * BOMB related code 933 * BOMB related code
944 * 934 *
945 ****************************************************************************/ 935 ****************************************************************************/
946 936
947
948/* This handles an exploding bomb. 937/* This handles an exploding bomb.
949 * op is the original bomb object. 938 * op is the original bomb object.
950 */ 939 */
951void 940void
952animate_bomb (object *op) 941animate_bomb (object *op)
953{ 942{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 944 return;
959 945
960 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
961 947
962 if (op->env) 948 if (op->env)
963 { 949 {
964 if (env->map == NULL) 950 if (env->map == NULL)
965 return; 951 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 952
970 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
971 return; 954 return;
972 } 955 }
973 956
984 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 968 * so just set up the appropriate values.
986 */ 969 */
987 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
988 { 971 {
989 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
990 { 973 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 975 continue;
993 976
994 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
995 tmp->direction = i; 978 tmp->direction = i;
996 tmp->range = op->range; 979 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 981 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1013} 996}
1014 997
1015int 998int
1016create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1000{
1018
1019 object *tmp; 1001 object *tmp;
1020 int mflags; 1002 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1004 maptile *m;
1023 1005
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1008 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1010 return 0;
1029 } 1011 }
1012
1030 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1031 1014
1032 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1055 * dir is the direction to look in. 1038 * dir is the direction to look in.
1056 * range is how far out to look. 1039 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
1059 */ 1042 */
1060
1061object * 1043object *
1062get_pointed_target (object *op, int dir, int range, int type) 1044get_pointed_target (object *op, int dir, int range, int type)
1063{ 1045{
1064 object *target; 1046 object *target;
1065 sint16 x, y; 1047 sint16 x, y;
1084 return NULL; 1066 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1068 return NULL;
1087 1069
1088 if (mflags & P_IS_ALIVE) 1070 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1073 return target;
1095 }
1096 }
1097 }
1098 } 1074 }
1075
1099 return NULL; 1076 return NULL;
1100} 1077}
1101
1102 1078
1103/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1105 * usual params - 1081 * usual params -
1106 * op = player 1082 * op = player
1107 * caster = object casting the spell. 1083 * caster = object casting the spell.
1108 * dir = direction being cast 1084 * dir = direction being cast
1109 * spell = spell object 1085 * spell = spell object
1110 */ 1086 */
1111
1112int 1087int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1089{
1115 object *effect, *target; 1090 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1194 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1195 1170
1196 return 1; 1171 return 1;
1197} 1172}
1198 1173
1199
1200/**************************************************************************** 1174/****************************************************************************
1201 * 1175 *
1202 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1178 * code here is just to move the missile.
1274 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1278 */ 1252 */
1279
1280int 1253int
1281make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1282{ 1255{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1258 return 0;
1288 1259
1289 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1262 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1267
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); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1302 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1304 1272
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; 1273 return 1;
1311} 1274}
1312
1313
1314
1315 1275
1316int 1276int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1278{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1300 else if (caster->skill)
1341 op->skill = caster->skill; 1301 op->skill = caster->skill;
1342 else 1302 else
1343 op->skill = NULL; 1303 op->skill = NULL;
1344 1304
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1346 1306
1347 for (i = -range; i < range; i++) 1307 for (i = -range; i < range; i++)
1348 { 1308 {
1349 for (j = -range; j < range; j++) 1309 for (j = -range; j < range; j++)
1350 { 1310 {
1408 { 1368 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1370 return 0;
1411 } 1371 }
1412 1372
1373 tmp = tmp->head_ ();
1374
1413 /* If we've already got a force of this type, don't add a new one. */ 1375 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1415 { 1377 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1379 {
1418 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1419 { 1381 {
1425 return 0; 1387 return 0;
1426 } 1388 }
1427 } 1389 }
1428 } 1390 }
1429 1391
1430 if (force == NULL) 1392 if (!force)
1431 { 1393 {
1432 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1434 if (spell_ob->race) 1397 if (spell_ob->race)
1435 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1436 else 1399 else
1437 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1438 1401
1448 { 1411 {
1449 force->duration = duration; 1412 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1414 }
1452 else 1415 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1417
1456 return 1; 1418 return 1;
1457 } 1419 }
1420
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1422 force->speed = 1.f;
1460 force->speed_left = -1.0; 1423 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1462 1425
1463 if (god) 1426 if (god)
1464 { 1427 {
1465 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1585 at -= level / 5; 1548 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1549 if (did_make_save (head, head->level, at))
1587 continue; 1550 continue;
1588 } 1551 }
1589 else /* spell->attacktype */ 1552 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 1553 {
1554 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558
1559 The chance will then be in the range [20-70] percent, not too bad.
1560
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster...
1563
1564 Ryo, august 14th
1565 */
1603 if (head->level > level) 1566 if (head->level > level)
1604 continue; 1567 continue;
1568
1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1606 /* Failed, no effect */ 1570 /* Failed, no effect */
1607 continue; 1571 continue;
1608 } 1572 }
1609 1573
1611 1575
1612 /* aggravation */ 1576 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1577 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1578 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1579 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1580 remove_friendly_object (head);
1618
1619 done_one = 1; 1581 done_one = 1;
1620 head->enemy = op; 1582 head->enemy = op;
1621 } 1583 }
1622 1584
1623 /* calm monsters */ 1585 /* calm monsters */
1636 } 1598 }
1637 1599
1638 /* charm */ 1600 /* charm */
1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1640 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1641 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1642 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1644 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1645 head->set_owner (op); 1609 head->set_owner (op);
1646 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1723 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1688 * the surround spaces.
1725 */ 1689 */
1726 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1727 { 1691 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1732 1694
1733 m = op->map; 1695 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1810#if 0 1772#if 0
1811 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space. 1776 // space.
1815 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1816 // (schmorp) 1778 // (schmorp)
1817 1779
1818 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1819 * more uniform 1781 * more uniform
1820 */ 1782 */
1996 1958
1997 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1998 return 1; 1960 return 1;
1999} 1961}
2000 1962
2001
2002
2003
2004/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
2005 * player and infects someone. 1964 * player and infects someone.
2006 * op is the player/monster, caster is the object, dir is the direction 1965 * op is the player/monster, caster is the object, dir is the direction
2007 * to cast, disease_arch is the specific disease, and type is the spell number 1966 * to cast, disease_arch is the specific disease, and type is the spell number
2008 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
2009 */ 1968 */
2010
2011int 1969int
2012cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
2013{ 1971{
2014 sint16 x, y; 1972 sint16 x, y;
2015 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
2022 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
2023 * direction the player is pointing. 1981 * direction the player is pointing.
2024 */ 1982 */
2025 if (!dir) 1983 if (!dir)
2026 dir = op->facing; 1984 dir = op->facing;
1985
2027 if (!dir) 1986 if (!dir)
2028 return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
2029 1988
2030 /* Calculate these once here */ 1989 /* Calculate these once here */
2031 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2065 /* do level adjustments */ 2024 /* do level adjustments */
2066 if (disease->stats.wc) 2025 if (disease->stats.wc)
2067 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2068 2027
2069 if (disease->magic > 0) 2028 if (disease->magic > 0)
2070 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2071 2030
2072 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2073 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2074 2033
2075 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)
2110 if (disease->stats.sp) 2069 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2070 disease->stats.sp -= dam_mod;
2112 2071
2113 if (infect_object (walk, disease, 1)) 2072 if (infect_object (walk, disease, 1))
2114 { 2073 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2118 2075
2119 disease->destroy (); /* don't need this one anymore */ 2076 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2077 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2078 return 1;
2122 } 2079 }
2123 2080
2124 disease->destroy (); 2081 disease->destroy ();
2125 } 2082 }

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