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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.46 by root, Wed Aug 1 00:52:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
28 */ 27 */
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 162 */
164 163
165void 164void
166move_bolt (object *op) 165move_bolt (object *op)
167{ 166{
168 object *tmp;
169 int mflags; 167 int mflags;
170 sint16 x, y; 168 sint16 x, y;
171 maptile *m; 169 maptile *m;
172 170
173 if (--op->duration < 0) 171 if (--op->duration < 0)
246 else 244 else
247 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 246 object *tmp = op->clone ();
249 247
250 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 251 tmp->duration++;
254 252
255 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 254 * going off in other directions.
338 move_bolt (tmp); 336 move_bolt (tmp);
339 337
340 return 1; 338 return 1;
341} 339}
342 340
343
344
345/*************************************************************************** 341/***************************************************************************
346 * 342 *
347 * BULLET/BALL CODE 343 * BULLET/BALL CODE
348 * 344 *
349 ***************************************************************************/ 345 ***************************************************************************/
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 */
488 483
489 /* Prevent recursion */ 484 /* Prevent recursion */
490 op->move_on = 0; 485 op->move_on = 0;
491 486
492 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
493 /* remove the firebullet */ 490 /* remove the firebullet */
494 op->destroy (); 491 op->destroy ();
495} 492}
496 493
497/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
519 516
520 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
522 return; 519 return;
523 520
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 522 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 524 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 602 }
606 else 603 else
607 check_bullet (op); 604 check_bullet (op);
608} 605}
609 606
610
611
612
613/* fire_bullet 607/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 611 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
619 * pointers. 613 * pointers.
620 */ 614 */
621
622int 615int
623fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 617{
625 object *tmp = NULL; 618 object *tmp = NULL;
626 int mflags; 619 int mflags;
684 check_bullet (tmp); 677 check_bullet (tmp);
685 678
686 return 1; 679 return 1;
687} 680}
688 681
689
690
691
692/***************************************************************************** 682/*****************************************************************************
693 * 683 *
694 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
695 * 685 *
696 *****************************************************************************/ 686 *****************************************************************************/
697
698 687
699/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
700void 689void
701cone_drop (object *op) 690cone_drop (object *op)
702{ 691{
828 817
829 /* Need to know what the movetype of the object we are about 818 /* 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 819 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 820 * insert it into is blocked.
832 */ 821 */
833 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
834 823
835 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
836 { 825 {
837 sint16 x, y, d; 826 sint16 x, y, d;
838 827
917 else 906 else
918 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
919 } 908 }
920 909
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 912
924 if (!tmp->move_on && tmp->stats.dam) 913 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); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 915
927 m->insert (tmp, sx, sy, op); 916 m->insert (tmp, sx, sy, op);
928 917
929 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 919 * a single space too many times.
941/**************************************************************************** 930/****************************************************************************
942 * 931 *
943 * BOMB related code 932 * BOMB related code
944 * 933 *
945 ****************************************************************************/ 934 ****************************************************************************/
946
947 935
948/* This handles an exploding bomb. 936/* This handles an exploding bomb.
949 * op is the original bomb object. 937 * op is the original bomb object.
950 */ 938 */
951void 939void
1055 * dir is the direction to look in. 1043 * dir is the direction to look in.
1056 * range is how far out to look. 1044 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1059 */ 1047 */
1060
1061object * 1048object *
1062get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1063{ 1050{
1064 object *target; 1051 object *target;
1065 sint16 x, y; 1052 sint16 x, y;
1084 return NULL; 1071 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1073 return NULL;
1087 1074
1088 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1078 return target;
1095 }
1096 }
1097 }
1098 } 1079 }
1080
1099 return NULL; 1081 return NULL;
1100} 1082}
1101
1102 1083
1103/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1105 * usual params - 1086 * usual params -
1106 * op = player 1087 * op = player
1107 * caster = object casting the spell. 1088 * caster = object casting the spell.
1108 * dir = direction being cast 1089 * dir = direction being cast
1109 * spell = spell object 1090 * spell = spell object
1110 */ 1091 */
1111
1112int 1092int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1094{
1115 object *effect, *target; 1095 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1194 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1195 1175
1196 return 1; 1176 return 1;
1197} 1177}
1198 1178
1199
1200/**************************************************************************** 1179/****************************************************************************
1201 * 1180 *
1202 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1183 * code here is just to move the missile.
1274 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1278 */ 1257 */
1279
1280int 1258int
1281make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1282{ 1260{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1263 return 0;
1288 1264
1289 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1267 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1272
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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1302 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1304 1277
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; 1278 return 1;
1311} 1279}
1312
1313
1314
1315 1280
1316int 1281int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1283{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1305 else if (caster->skill)
1341 op->skill = caster->skill; 1306 op->skill = caster->skill;
1342 else 1307 else
1343 op->skill = NULL; 1308 op->skill = NULL;
1344 1309
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1346 1311
1347 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1348 { 1313 {
1349 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1350 { 1315 {
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 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1424 force->speed = 1.f;
1460 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1462 1427
1463 if (god) 1428 if (god)
1464 { 1429 {
1465 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1447 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1448 tmp->update_stats ();
1484 return 1; 1449 return 1;
1485 1450
1486} 1451}
1487
1488 1452
1489/********************************************************************** 1453/**********************************************************************
1490 * mood change 1454 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1455 * 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 1456 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1486 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1487 race = god->race;
1524 else 1488 else
1525 race = spell->race; 1489 race = spell->race;
1526 1490
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1491 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1492 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1493 {
1531
1532 done_one = 0; 1494 done_one = 0;
1533 m = op->map; 1495 m = op->map;
1534 nx = x; 1496 nx = x;
1535 ny = y; 1497 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1501
1540 /* If there is nothing living on this space, no need to go further */ 1502 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1503 if (!(mflags & P_IS_ALIVE))
1542 continue; 1504 continue;
1543 1505
1506 // players can only affect spaces that they can actually see
1507 if (caster && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70)
1509 continue;
1510
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1512 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1513 break;
1547 1514
1548 /* There can be living objects that are not monsters */ 1515 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1516 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1523 head = tmp;
1557 1524
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1526 if (race && head->race && !strstr (race, head->race))
1560 continue; 1527 continue;
1528
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1530 continue;
1563 1531
1564 /* Now do a bunch of stuff related to saving throws */ 1532 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1533 best_at = -1;
1582 at -= level / 5; 1550 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1551 if (did_make_save (head, head->level, at))
1584 continue; 1552 continue;
1585 } 1553 }
1586 else /* spell->attacktype */ 1554 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 { 1555 {
1556 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560
1561 The chance will then be in the range [20-70] percent, not too bad.
1562
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster...
1565
1566 Ryo, august 14th
1567 */
1600 if (head->level > level) 1568 if (head->level > level)
1601 continue; 1569 continue;
1570
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1572 /* Failed, no effect */
1604 continue; 1573 continue;
1605 } 1574 }
1606 1575
1607 /* Done with saving throw. Now start effecting the monster */ 1576 /* Done with saving throw. Now start affecting the monster */
1608 1577
1609 /* aggravation */ 1578 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1580 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1582 remove_friendly_object (head);
1615
1616 done_one = 1; 1583 done_one = 1;
1617 head->enemy = op; 1584 head->enemy = op;
1618 } 1585 }
1619 1586
1620 /* calm monsters */ 1587 /* calm monsters */
1720 * if this has an other_arch field, we insert that in 1687 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1688 * the surround spaces.
1722 */ 1689 */
1723 for (j = 0; j < 9; j++) 1690 for (j = 0; j < 9; j++)
1724 { 1691 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1692 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1693 hy = ny + freearr_y[j];
1729 1694
1730 m = op->map; 1695 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1696 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1772#if 0
1808 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1776 // space.
1812 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1813 // (schmorp) 1778 // (schmorp)
1814 1779
1815 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1816 * more uniform 1781 * more uniform
1817 */ 1782 */
2107 if (disease->stats.sp) 2072 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2109 2074
2110 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2111 { 2076 {
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); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2078
2116 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2081 return 1;
2119 } 2082 }
2120 2083
2121 disease->destroy (); 2084 disease->destroy ();
2122 } 2085 }

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