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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
144 144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
162 */ 162 */
163 163
164void 164void
165move_bolt (object *op) 165move_bolt (object *op)
166{ 166{
167 object *tmp;
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 maptile *m; 169 maptile *m;
171 170
172 if (--op->duration < 0) 171 if (--op->duration < 0)
245 else 244 else
246 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 246 object *tmp = op->clone ();
248 247
249 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 251 tmp->duration++;
253 252
254 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 254 * going off in other directions.
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
380 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))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 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))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy ();
419 return; 416 return;
420 } 417 }
487 484
488 /* Prevent recursion */ 485 /* Prevent recursion */
489 op->move_on = 0; 486 op->move_on = 0;
490 487
491 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
492 /* remove the firebullet */ 491 /* remove the firebullet */
493 op->destroy (); 492 op->destroy ();
494} 493}
495 494
496/* 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
518 517
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
521 return; 520 return;
522 521
523 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)
524 { 523 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 525 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 603 }
605 else 604 else
606 check_bullet (op); 605 check_bullet (op);
607} 606}
608 607
609
610
611
612/* fire_bullet 608/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 612 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
618 * pointers. 614 * pointers.
619 */ 615 */
620
621int 616int
622fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 618{
624 object *tmp = NULL; 619 object *tmp = NULL;
625 int mflags; 620 int mflags;
683 check_bullet (tmp); 678 check_bullet (tmp);
684 679
685 return 1; 680 return 1;
686} 681}
687 682
688
689
690
691/***************************************************************************** 683/*****************************************************************************
692 * 684 *
693 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
694 * 686 *
695 *****************************************************************************/ 687 *****************************************************************************/
696
697 688
698/* 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" */
699void 690void
700cone_drop (object *op) 691cone_drop (object *op)
701{ 692{
827 818
828 /* 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
829 * 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
830 * insert it into is blocked. 821 * insert it into is blocked.
831 */ 822 */
832 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
833 824
834 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
835 { 826 {
836 sint16 x, y, d; 827 sint16 x, y, d;
837 828
916 else 907 else
917 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
918 } 909 }
919 910
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 913
923 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
924 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);
925 916
926 m->insert (tmp, sx, sy, op); 917 m->insert (tmp, sx, sy, op);
927 918
928 /* 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
929 * a single space too many times. 920 * a single space too many times.
941 * 932 *
942 * BOMB related code 933 * BOMB related code
943 * 934 *
944 ****************************************************************************/ 935 ****************************************************************************/
945 936
946
947/* This handles an exploding bomb. 937/* This handles an exploding bomb.
948 * op is the original bomb object. 938 * op is the original bomb object.
949 */ 939 */
950void 940void
951animate_bomb (object *op) 941animate_bomb (object *op)
952{ 942{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 944 return;
958 945
959 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
960 947
961 if (op->env) 948 if (op->env)
962 { 949 {
963 if (env->map == NULL) 950 if (env->map == NULL)
964 return; 951 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 952
969 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
970 return; 954 return;
971 } 955 }
972 956
983 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 968 * so just set up the appropriate values.
985 */ 969 */
986 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
987 { 971 {
988 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
989 { 973 {
990 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]))
991 continue; 975 continue;
992 976
993 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
994 tmp->direction = i; 978 tmp->direction = i;
995 tmp->range = op->range; 979 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 981 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1012} 996}
1013 997
1014int 998int
1015create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1000{
1017
1018 object *tmp; 1001 object *tmp;
1019 int mflags; 1002 int mflags;
1020 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];
1021 maptile *m; 1004 maptile *m;
1022 1005
1024 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))
1025 { 1008 {
1026 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.");
1027 return 0; 1010 return 0;
1028 } 1011 }
1012
1029 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1030 1014
1031 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1038 * dir is the direction to look in.
1055 * range is how far out to look. 1039 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
1058 */ 1042 */
1059
1060object * 1043object *
1061get_pointed_target (object *op, int dir, int range, int type) 1044get_pointed_target (object *op, int dir, int range, int type)
1062{ 1045{
1063 object *target; 1046 object *target;
1064 sint16 x, y; 1047 sint16 x, y;
1083 return NULL; 1066 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1068 return NULL;
1086 1069
1087 if (mflags & P_IS_ALIVE) 1070 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1073 return target;
1094 }
1095 }
1096 }
1097 } 1074 }
1075
1098 return NULL; 1076 return NULL;
1099} 1077}
1100
1101 1078
1102/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1104 * usual params - 1081 * usual params -
1105 * op = player 1082 * op = player
1106 * caster = object casting the spell. 1083 * caster = object casting the spell.
1107 * dir = direction being cast 1084 * dir = direction being cast
1108 * spell = spell object 1085 * spell = spell object
1109 */ 1086 */
1110
1111int 1087int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1089{
1114 object *effect, *target; 1090 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1194 1170
1195 return 1; 1171 return 1;
1196} 1172}
1197 1173
1198
1199/**************************************************************************** 1174/****************************************************************************
1200 * 1175 *
1201 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1178 * code here is just to move the missile.
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1277 */ 1252 */
1278
1279int 1253int
1280make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1281{ 1255{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1258 return 0;
1287 1259
1288 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1262 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1267
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1301 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1303 1272
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1273 return 1;
1310} 1274}
1311
1312
1313
1314 1275
1315int 1276int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1278{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1300 else if (caster->skill)
1340 op->skill = caster->skill; 1301 op->skill = caster->skill;
1341 else 1302 else
1342 op->skill = NULL; 1303 op->skill = NULL;
1343 1304
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1345 1306
1346 for (i = -range; i < range; i++) 1307 for (i = -range; i < range; i++)
1347 { 1308 {
1348 for (j = -range; j < range; j++) 1309 for (j = -range; j < range; j++)
1349 { 1310 {
1407 { 1368 {
1408 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.");
1409 return 0; 1370 return 0;
1410 } 1371 }
1411 1372
1373 tmp = tmp->head_ ();
1374
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1414 { 1377 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1379 {
1417 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1418 { 1381 {
1424 return 0; 1387 return 0;
1425 } 1388 }
1426 } 1389 }
1427 } 1390 }
1428 1391
1429 if (force == NULL) 1392 if (!force)
1430 { 1393 {
1431 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1433 if (spell_ob->race) 1397 if (spell_ob->race)
1434 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1435 else 1399 else
1436 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1437 1401
1447 { 1411 {
1448 force->duration = duration; 1412 force->duration = duration;
1449 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.");
1450 } 1414 }
1451 else 1415 else
1452 {
1453 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.");
1454 } 1417
1455 return 1; 1418 return 1;
1456 } 1419 }
1420
1457 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;
1458 force->speed = 1.0; 1422 force->speed = 1.f;
1459 force->speed_left = -1.0; 1423 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1461 1425
1462 if (god) 1426 if (god)
1463 { 1427 {
1464 if (spell_ob->last_grace) 1428 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1445 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1446 tmp->update_stats ();
1483 return 1; 1447 return 1;
1484 1448
1485} 1449}
1486
1487 1450
1488/********************************************************************** 1451/**********************************************************************
1489 * mood change 1452 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1453 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1454 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1484 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1485 race = god->race;
1523 else 1486 else
1524 race = spell->race; 1487 race = spell->race;
1525 1488
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1489 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1490 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1491 {
1530
1531 done_one = 0; 1492 done_one = 0;
1532 m = op->map; 1493 m = op->map;
1533 nx = x; 1494 nx = x;
1534 ny = y; 1495 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1499
1539 /* If there is nothing living on this space, no need to go further */ 1500 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1501 if (!(mflags & P_IS_ALIVE))
1541 continue; 1502 continue;
1542 1503
1504 // players can only affect spaces that they can actually see
1505 if (caster && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70)
1507 continue;
1508
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1510 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1511 break;
1546 1512
1547 /* There can be living objects that are not monsters */ 1513 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1514 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1521 head = tmp;
1556 1522
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1524 if (race && head->race && !strstr (race, head->race))
1559 continue; 1525 continue;
1526
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1528 continue;
1562 1529
1563 /* Now do a bunch of stuff related to saving throws */ 1530 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1531 best_at = -1;
1581 at -= level / 5; 1548 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1549 if (did_make_save (head, head->level, at))
1583 continue; 1550 continue;
1584 } 1551 }
1585 else /* spell->attacktype */ 1552 else /* spell->attacktype */
1586 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590
1591 The chance will then be in the range [20-70] percent, not too bad.
1592
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster...
1595
1596 Ryo, august 14th
1597 */
1598 { 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 */
1599 if (head->level > level) 1566 if (head->level > level)
1600 continue; 1567 continue;
1568
1601 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))))
1602 /* Failed, no effect */ 1570 /* Failed, no effect */
1603 continue; 1571 continue;
1604 } 1572 }
1605 1573
1606 /* Done with saving throw. Now start effecting the monster */ 1574 /* Done with saving throw. Now start affecting the monster */
1607 1575
1608 /* aggravation */ 1576 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1577 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1578 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1579 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1580 remove_friendly_object (head);
1614
1615 done_one = 1; 1581 done_one = 1;
1616 head->enemy = op; 1582 head->enemy = op;
1617 } 1583 }
1618 1584
1619 /* calm monsters */ 1585 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1595 {
1630 SET_FLAG (head, FLAG_BERSERK); 1596 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1597 done_one = 1;
1632 } 1598 }
1599
1633 /* charm */ 1600 /* charm */
1634 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))
1635 { 1602 {
1636 SET_FLAG (head, FLAG_FRIENDLY); 1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1638 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.
1639 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. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1609 head->set_owner (op);
1642 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1719 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1688 * the surround spaces.
1721 */ 1689 */
1722 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1723 { 1691 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1728 1694
1729 m = op->map; 1695 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806#if 0 1772#if 0
1807 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1809 // 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
1810 // space. 1776 // space.
1811 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1812 // (schmorp) 1778 // (schmorp)
1813 1779
1814 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1815 * more uniform 1781 * more uniform
1816 */ 1782 */
1992 1958
1993 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1994 return 1; 1960 return 1;
1995} 1961}
1996 1962
1997
1998
1999
2000/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1964 * player and infects someone.
2002 * 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
2003 * 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
2004 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
2005 */ 1968 */
2006
2007int 1969int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1971{
2010 sint16 x, y; 1972 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
2018 /* 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
2019 * direction the player is pointing. 1981 * direction the player is pointing.
2020 */ 1982 */
2021 if (!dir) 1983 if (!dir)
2022 dir = op->facing; 1984 dir = op->facing;
1985
2023 if (!dir) 1986 if (!dir)
2024 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 */
2025 1988
2026 /* Calculate these once here */ 1989 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2061 /* do level adjustments */ 2024 /* do level adjustments */
2062 if (disease->stats.wc) 2025 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2064 2027
2065 if (disease->magic > 0) 2028 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2067 2030
2068 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2070 2033
2071 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2069 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2070 disease->stats.sp -= dam_mod;
2108 2071
2109 if (infect_object (walk, disease, 1)) 2072 if (infect_object (walk, disease, 1))
2110 { 2073 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 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);
2114 2075
2115 disease->destroy (); /* don't need this one anymore */ 2076 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2077 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2078 return 1;
2118 } 2079 }
2119 2080
2120 disease->destroy (); 2081 disease->destroy ();
2121 } 2082 }

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