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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 1.51 by root, Sun Apr 20 23:25:43 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 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. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <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 ***************************************************************************/
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;
984 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 971 * so just set up the appropriate values.
986 */ 972 */
987 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
988 { 974 {
989 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
990 { 976 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 978 continue;
993 979
994 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
995 tmp->direction = i; 981 tmp->direction = i;
996 tmp->range = op->range; 982 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 984 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1013} 999}
1014 1000
1015int 1001int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1003{
1018
1019 object *tmp; 1004 object *tmp;
1020 int mflags; 1005 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1007 maptile *m;
1023 1008
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1011 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1013 return 0;
1029 } 1014 }
1015
1030 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1031 1017
1032 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
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));
1194 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1195 1173
1196 return 1; 1174 return 1;
1197} 1175}
1198 1176
1199
1200/**************************************************************************** 1177/****************************************************************************
1201 * 1178 *
1202 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1181 * code here is just to move the missile.
1274 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1278 */ 1255 */
1279
1280int 1256int
1281make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1282{ 1258{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1261 return 0;
1288 1262
1289 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1265 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1270
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); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1302 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1304 1275
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; 1276 return 1;
1311} 1277}
1312
1313
1314
1315 1278
1316int 1279int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1281{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1303 else if (caster->skill)
1341 op->skill = caster->skill; 1304 op->skill = caster->skill;
1342 else 1305 else
1343 op->skill = NULL; 1306 op->skill = NULL;
1344 1307
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1346 1309
1347 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1348 { 1311 {
1349 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1350 { 1313 {
1408 { 1371 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1373 return 0;
1411 } 1374 }
1412 1375
1376 tmp = tmp->head_ ();
1377
1413 /* If we've already got a force of this type, don't add a new one. */ 1378 /* 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) 1379 for (force = tmp->inv; force; force = force->below)
1415 { 1380 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1382 {
1418 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1419 { 1384 {
1425 return 0; 1390 return 0;
1426 } 1391 }
1427 } 1392 }
1428 } 1393 }
1429 1394
1430 if (force == NULL) 1395 if (!force)
1431 { 1396 {
1432 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1434 if (spell_ob->race) 1400 if (spell_ob->race)
1435 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1436 else 1402 else
1437 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1438 1404
1448 { 1414 {
1449 force->duration = duration; 1415 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1417 }
1452 else 1418 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1420
1456 return 1; 1421 return 1;
1457 } 1422 }
1423
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1425 force->speed = 1.f;
1460 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1462 1428
1463 if (god) 1429 if (god)
1464 { 1430 {
1465 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1449 tmp->update_stats ();
1484 return 1; 1450 return 1;
1485 1451
1486} 1452}
1487
1488 1453
1489/********************************************************************** 1454/**********************************************************************
1490 * mood change 1455 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1456 * 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 1457 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1488 race = god->race;
1524 else 1489 else
1525 race = spell->race; 1490 race = spell->race;
1526 1491
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1494 {
1531
1532 done_one = 0; 1495 done_one = 0;
1533 m = op->map; 1496 m = op->map;
1534 nx = x; 1497 nx = x;
1535 ny = y; 1498 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1502
1540 /* If there is nothing living on this space, no need to go further */ 1503 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1542 continue; 1505 continue;
1543 1506
1507 // players can only affect spaces that they can actually see
1508 if (caster && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70)
1510 continue;
1511
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1514 break;
1547 1515
1548 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1524 head = tmp;
1557 1525
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1560 continue; 1528 continue;
1529
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1531 continue;
1563 1532
1564 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1534 best_at = -1;
1582 at -= level / 5; 1551 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1584 continue; 1553 continue;
1585 } 1554 }
1586 else /* spell->attacktype */ 1555 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 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1600 if (head->level > level) 1569 if (head->level > level)
1601 continue; 1570 continue;
1571
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1573 /* Failed, no effect */
1604 continue; 1574 continue;
1605 } 1575 }
1606 1576
1607 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1608 1578
1609 /* aggravation */ 1579 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1581 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1583 remove_friendly_object (head);
1615
1616 done_one = 1; 1584 done_one = 1;
1617 head->enemy = op; 1585 head->enemy = op;
1618 } 1586 }
1619 1587
1620 /* calm monsters */ 1588 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1598 {
1631 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1600 done_one = 1;
1633 } 1601 }
1602
1634 /* charm */ 1603 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1605 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1607 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. */ 1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1610 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1689 * the surround spaces.
1722 */ 1690 */
1723 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1724 { 1692 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1729 1695
1730 m = op->map; 1696 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1773#if 0
1808 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1777 // space.
1812 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1813 // (schmorp) 1779 // (schmorp)
1814 1780
1815 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1816 * more uniform 1782 * more uniform
1817 */ 1783 */
1993 1959
1994 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1995 return 1; 1961 return 1;
1996} 1962}
1997 1963
1998
1999
2000
2001/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1965 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2006 */ 1969 */
2007
2008int 1970int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1972{
2011 sint16 x, y; 1973 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1982 * direction the player is pointing.
2021 */ 1983 */
2022 if (!dir) 1984 if (!dir)
2023 dir = op->facing; 1985 dir = op->facing;
1986
2024 if (!dir) 1987 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2026 1989
2027 /* Calculate these once here */ 1990 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2062 /* do level adjustments */ 2025 /* do level adjustments */
2063 if (disease->stats.wc) 2026 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2065 2028
2066 if (disease->magic > 0) 2029 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2068 2031
2069 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2071 2034
2072 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2070 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2109 2072
2110 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2111 { 2074 {
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); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2076
2116 disease->destroy (); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2079 return 1;
2119 } 2080 }
2120 2081
2121 disease->destroy (); 2082 disease->destroy ();
2122 } 2083 }

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