… | |
… | |
831 | for (i = range_min; i <= range_max; i++) |
831 | for (i = range_min; i <= range_max; i++) |
832 | { |
832 | { |
833 | sint16 x, y, d; |
833 | sint16 x, y, d; |
834 | |
834 | |
835 | /* We can't use absdir here, because it never returns |
835 | /* We can't use absdir here, because it never returns |
836 | * 0. If this is a rune, we want to hit the person on top |
836 | * 0. If this is a rune, we want to hit the person on top |
837 | * of the trap (d==0). If it is not a rune, then we don't want |
837 | * of the trap (d==0). If it is not a rune, then we don't want |
838 | * to hit that person. |
838 | * to hit that person. |
839 | */ |
839 | */ |
840 | d = dir + i; |
840 | d = (dir + i) % 9; |
841 | while (d < 0) |
|
|
842 | d += 8; |
|
|
843 | while (d > 8) |
|
|
844 | d -= 8; |
|
|
845 | |
841 | |
846 | /* If it's not a rune, we don't want to blast the caster. |
842 | /* If it's not a rune, we don't want to blast the caster. |
847 | * In that case, we have to see - if dir is specified, |
843 | * In that case, we have to see - if dir is specified, |
848 | * turn this into direction 8. If dir is not specified (all |
844 | * turn this into direction 8. If dir is not specified (all |
849 | * direction) skip - otherwise, one line would do more damage |
845 | * direction) skip - otherwise, one line would do more damage |
… | |
… | |
1270 | } |
1266 | } |
1271 | |
1267 | |
1272 | int |
1268 | int |
1273 | cast_destruction (object *op, object *caster, object *spell_ob) |
1269 | cast_destruction (object *op, object *caster, object *spell_ob) |
1274 | { |
1270 | { |
1275 | int i, j, range, mflags, friendly = 0, dam, dur; |
|
|
1276 | sint16 sx, sy; |
|
|
1277 | maptile *m; |
|
|
1278 | object *tmp; |
|
|
1279 | const char *skill; |
|
|
1280 | |
|
|
1281 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1271 | int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1282 | dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1272 | int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1283 | dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1273 | int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1284 | if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) |
1274 | |
1285 | friendly = 1; |
1275 | bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player (); |
1286 | |
1276 | |
1287 | /* destruction doesn't use another spell object, so we need |
1277 | /* destruction doesn't use another spell object, so we need |
1288 | * update op's skill pointer so that exp is properly awarded. |
1278 | * update op's skill pointer so that exp is properly awarded. |
1289 | * We do some shortcuts here - since this is just temporary |
|
|
1290 | * and we'll reset the values back, we don't need to go through |
|
|
1291 | * the full share string/free_string route. |
|
|
1292 | */ |
1279 | */ |
1293 | skill = op->skill; |
1280 | const shstr skill = op->skill; |
|
|
1281 | |
1294 | if (caster == op) |
1282 | if (caster == op) |
1295 | op->skill = spell_ob->skill; |
1283 | op->skill = spell_ob->skill; |
1296 | else if (caster->skill) |
1284 | else if (caster->skill) |
1297 | op->skill = caster->skill; |
1285 | op->skill = caster->skill; |
1298 | else |
1286 | else |
1299 | op->skill = NULL; |
1287 | op->skill = 0; |
1300 | |
1288 | |
1301 | op->change_skill (find_skill_by_name (op, op->skill)); |
1289 | op->change_skill (find_skill_by_name (op, op->skill)); |
1302 | |
1290 | |
1303 | for (i = -range; i <= range; i++) |
1291 | unordered_mapwalk (op, -range, -range, range, range) |
1304 | { |
1292 | { |
1305 | for (j = -range; j <= range; j++) |
1293 | mapspace &ms = m->at (nx, ny); |
1306 | { |
|
|
1307 | m = op->map; |
|
|
1308 | sx = op->x + i; |
|
|
1309 | sy = op->y + j; |
|
|
1310 | |
1294 | |
1311 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1312 | if (mflags & P_OUT_OF_MAP) |
|
|
1313 | continue; |
|
|
1314 | |
|
|
1315 | if (mflags & P_IS_ALIVE) |
1295 | if (ms.flags () & P_IS_ALIVE) |
|
|
1296 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
|
|
1297 | if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) |
1316 | { |
1298 | { |
1317 | for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) |
1299 | tmp = tmp->head_ (); |
1318 | if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) |
|
|
1319 | break; |
|
|
1320 | |
1300 | |
1321 | if (tmp) |
1301 | if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) |
|
|
1302 | || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) |
1322 | { |
1303 | { |
1323 | if (tmp->head) |
1304 | if (spell_ob->subtype == SP_DESTRUCTION) |
1324 | tmp = tmp->head; |
|
|
1325 | |
|
|
1326 | if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || |
|
|
1327 | (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) |
|
|
1328 | { |
1305 | { |
1329 | if (spell_ob->subtype == SP_DESTRUCTION) |
|
|
1330 | { |
|
|
1331 | hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1306 | hit_player (tmp, dam, op, spell_ob->attacktype, 0); |
1332 | |
1307 | |
1333 | if (spell_ob->other_arch) |
1308 | if (spell_ob->other_arch) |
1334 | m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); |
1309 | m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); |
1335 | } |
1310 | } |
1336 | else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) |
1311 | else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100) |
1337 | { |
1312 | { |
1338 | if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) |
1313 | if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) |
1339 | m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); |
1314 | m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); |
1340 | } |
|
|
1341 | } |
1315 | } |
1342 | } |
1316 | } |
1343 | } |
1317 | } |
1344 | } |
|
|
1345 | } |
1318 | } |
1346 | |
1319 | |
1347 | op->skill = skill; |
1320 | op->skill = skill; |
1348 | return 1; |
1321 | return 1; |
1349 | } |
1322 | } |
… | |
… | |
1456 | */ |
1429 | */ |
1457 | int |
1430 | int |
1458 | mood_change (object *op, object *caster, object *spell) |
1431 | mood_change (object *op, object *caster, object *spell) |
1459 | { |
1432 | { |
1460 | object *tmp, *god, *head; |
1433 | object *tmp, *god, *head; |
1461 | int done_one, range, mflags, level, at, best_at; |
1434 | int done_one, range, level, at, best_at; |
1462 | sint16 x, y, nx, ny; |
|
|
1463 | maptile *m; |
|
|
1464 | const char *race; |
1435 | const char *race; |
1465 | |
1436 | |
1466 | /* We precompute some values here so that we don't have to keep |
1437 | /* We precompute some values here so that we don't have to keep |
1467 | * doing it over and over again. |
1438 | * doing it over and over again. |
1468 | */ |
1439 | */ |
… | |
… | |
1481 | else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1452 | else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1482 | race = god->race; |
1453 | race = god->race; |
1483 | else |
1454 | else |
1484 | race = spell->race; |
1455 | race = spell->race; |
1485 | |
1456 | |
1486 | for (x = op->x - range; x <= op->x + range; x++) |
1457 | unordered_mapwalk (op, -range, -range, range, range) |
1487 | for (y = op->y - range; y <= op->y + range; y++) |
|
|
1488 | { |
1458 | { |
1489 | done_one = 0; |
1459 | mapspace &ms = m->at (nx, ny); |
1490 | m = op->map; |
|
|
1491 | nx = x; |
|
|
1492 | ny = y; |
|
|
1493 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
|
|
1494 | if (mflags & P_OUT_OF_MAP) |
|
|
1495 | continue; |
|
|
1496 | |
1460 | |
1497 | /* If there is nothing living on this space, no need to go further */ |
1461 | /* If there is nothing living on this space, no need to go further */ |
1498 | if (!(mflags & P_IS_ALIVE)) |
1462 | if (!ms.flags () & P_IS_ALIVE) |
1499 | continue; |
1463 | continue; |
1500 | |
1464 | |
1501 | // players can only affect spaces that they can actually see |
1465 | // players can only affect spaces that they can actually see |
1502 | if (caster |
1466 | if (caster |
1503 | && caster->contr |
1467 | && caster->contr |
1504 | && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) |
1468 | && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) |
1505 | continue; |
1469 | continue; |
1506 | |
1470 | |
1507 | for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) |
1471 | for (tmp = ms.top; tmp; tmp = tmp->below) |
1508 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1472 | if (tmp->flag [FLAG_MONSTER]) |
1509 | break; |
1473 | break; |
1510 | |
1474 | |
1511 | /* There can be living objects that are not monsters */ |
1475 | /* There can be living objects that are not monsters */ |
1512 | if (!tmp || tmp->type == PLAYER) |
1476 | if (!tmp) |
1513 | continue; |
1477 | continue; |
1514 | |
1478 | |
1515 | /* Only the head has meaningful data, so resolve to that */ |
1479 | /* Only the head has meaningful data, so resolve to that */ |
1516 | if (tmp->head) |
|
|
1517 | head = tmp->head; |
1480 | head = tmp->head_ (); |
1518 | else |
|
|
1519 | head = tmp; |
|
|
1520 | |
1481 | |
1521 | /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1482 | /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1522 | if (race && head->race && !strstr (race, head->race)) |
1483 | if (race && head->race && !strstr (race, head->race)) |
1523 | continue; |
1484 | continue; |
1524 | |
1485 | |
1525 | if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1486 | if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1526 | continue; |
1487 | continue; |
1527 | |
1488 | |
1528 | /* Now do a bunch of stuff related to saving throws */ |
1489 | /* Now do a bunch of stuff related to saving throws */ |
1529 | best_at = -1; |
1490 | best_at = -1; |
1530 | if (spell->attacktype) |
1491 | if (spell->attacktype) |
1531 | { |
1492 | { |
1532 | for (at = 0; at < NROFATTACKS; at++) |
1493 | for (at = 0; at < NROFATTACKS; at++) |
1533 | if (spell->attacktype & (1 << at)) |
1494 | if (spell->attacktype & (1 << at)) |
1534 | if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1495 | if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1535 | best_at = at; |
1496 | best_at = at; |
1536 | |
1497 | |
1537 | if (best_at == -1) |
1498 | if (best_at == -1) |
1538 | at = 0; |
1499 | at = 0; |
1539 | else |
1500 | else |
1540 | { |
1501 | { |
1541 | if (head->resist[best_at] == 100) |
1502 | if (head->resist[best_at] == 100) |
1542 | continue; |
1503 | continue; |
1543 | else |
1504 | else |
1544 | at = head->resist[best_at] / 5; |
1505 | at = head->resist[best_at] / 5; |
1545 | } |
1506 | } |
|
|
1507 | |
1546 | at -= level / 5; |
1508 | at -= level / 5; |
1547 | if (did_make_save (head, head->level, at)) |
1509 | if (did_make_save (head, head->level, at)) |
1548 | continue; |
1510 | continue; |
1549 | } |
1511 | } |
1550 | else /* spell->attacktype */ |
1512 | else /* spell->attacktype */ |
1551 | { |
1513 | { |
1552 | /* |
1514 | /* |
1553 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
1515 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
1554 | * if spell level < monster level, no go |
1516 | * if spell level < monster level, no go |
1555 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1517 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1556 | |
1518 | |
1557 | The chance will then be in the range [20-70] percent, not too bad. |
1519 | The chance will then be in the range [20-70] percent, not too bad. |
1558 | |
1520 | |
1559 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
1521 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
1560 | charm a level 125 monster... |
1522 | charm a level 125 monster... |
1561 | |
1523 | |
1562 | Ryo, august 14th |
1524 | Ryo, august 14th |
1563 | */ |
1525 | */ |
1564 | if (head->level > level) |
1526 | if (head->level > level) |
1565 | continue; |
1527 | continue; |
1566 | |
1528 | |
1567 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1529 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1568 | /* Failed, no effect */ |
1530 | /* Failed, no effect */ |
1569 | continue; |
1531 | continue; |
1570 | } |
1532 | } |
1571 | |
1533 | |
1572 | /* Done with saving throw. Now start affecting the monster */ |
1534 | /* Done with saving throw. Now start affecting the monster */ |
|
|
1535 | done_one = 0; |
1573 | |
1536 | |
1574 | /* aggravation */ |
1537 | /* aggravation */ |
1575 | if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1538 | if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1576 | { |
1539 | { |
1577 | CLEAR_FLAG (head, FLAG_SLEEP); |
1540 | CLEAR_FLAG (head, FLAG_SLEEP); |
1578 | remove_friendly_object (head); |
1541 | remove_friendly_object (head); |
1579 | done_one = 1; |
1542 | done_one = 1; |
1580 | head->enemy = op; |
1543 | head->enemy = op; |
1581 | } |
1544 | } |
1582 | |
1545 | |
1583 | /* calm monsters */ |
1546 | /* calm monsters */ |
1584 | if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1547 | if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1585 | { |
1548 | { |
1586 | SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1549 | SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1587 | head->enemy = NULL; |
1550 | head->enemy = NULL; |
1588 | done_one = 1; |
1551 | done_one = 1; |
1589 | } |
1552 | } |
1590 | |
1553 | |
1591 | /* berserk monsters */ |
1554 | /* berserk monsters */ |
1592 | if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1555 | if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1593 | { |
1556 | { |
1594 | SET_FLAG (head, FLAG_BERSERK); |
1557 | SET_FLAG (head, FLAG_BERSERK); |
1595 | done_one = 1; |
1558 | done_one = 1; |
1596 | } |
1559 | } |
1597 | |
1560 | |
1598 | /* charm */ |
1561 | /* charm */ |
1599 | if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1562 | if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1600 | { |
1563 | { |
1601 | INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); |
1564 | INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); |
1602 | |
1565 | |
1603 | /* Prevent uncontrolled outbreaks of self replicating monsters. |
1566 | /* Prevent uncontrolled outbreaks of self replicating monsters. |
1604 | Typical use case is charm, go somwhere, use aggravation to make hostile. |
1567 | Typical use case is charm, go somwhere, use aggravation to make hostile. |
1605 | This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1568 | This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1606 | CLEAR_FLAG (head, FLAG_GENERATOR); |
1569 | CLEAR_FLAG (head, FLAG_GENERATOR); |
1607 | head->set_owner (op); |
1570 | head->set_owner (op); |
1608 | set_spell_skill (op, caster, spell, head); |
1571 | set_spell_skill (op, caster, spell, head); |
1609 | add_friendly_object (head); |
1572 | add_friendly_object (head); |
1610 | head->attack_movement = PETMOVE; |
1573 | head->attack_movement = PETMOVE; |
1611 | done_one = 1; |
1574 | done_one = 1; |
1612 | change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1575 | change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1613 | head->stats.exp = 0; |
1576 | head->stats.exp = 0; |
1614 | } |
1577 | } |
1615 | |
1578 | |
1616 | /* If a monster was effected, put an effect in */ |
1579 | /* If a monster was effected, put an effect in */ |
1617 | if (done_one && spell->other_arch) |
1580 | if (done_one && spell->other_arch) |
1618 | m->insert (arch_to_object (spell->other_arch), nx, ny, op); |
1581 | m->insert (arch_to_object (spell->other_arch), nx, ny, op); |
1619 | } /* for y */ |
1582 | } |
1620 | |
1583 | |
1621 | return 1; |
1584 | return 1; |
1622 | } |
1585 | } |
1623 | |
1586 | |
1624 | /* Move_ball_spell: This handles ball type spells that just sort of wander |
1587 | /* Move_ball_spell: This handles ball type spells that just sort of wander |