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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
545 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
546 */ 546 */
547void 547void
548move_bullet (object *op) 548move_bullet (object *op)
549{ 549{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 550#if 0
555 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
556 552
557 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 569 op->destroy ();
574 570
575 return; 571 return;
576 } 572 }
577 573
578 new_x = op->x + DIRX (op); 574 mapxy pos (op);
579 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 576
583 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
584 { 578 {
585 op->destroy (); 579 op->destroy ();
586 return; 580 return;
587 } 581 }
588 582
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 588 {
591 if (op->other_arch) 589 if (op->other_arch)
592 explode_bullet (op); 590 explode_bullet (op);
593 else 591 else
594 op->destroy (); 592 op->destroy ();
595 593
596 return; 594 return;
597 } 595 }
598 596
599 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
600 return; 598 return;
601 599
602 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
603 { 601 {
604 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
828 */ 826 */
829 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
830 828
831 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
832 { 830 {
833 sint16 x, y, d; 831 sint16 x, y;
834 832
835 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 836 * to hit that person.
839 */ 837 */
840 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 839
846 /* If it's not a rune, we don't want to blast the caster. 840 /* 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, 841 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
951 945
952 object *env = op->outer_env (); 946 object *env = op->outer_env ();
953 947
954 if (op->env) 948 if (op->env)
955 { 949 {
956 if (env->map == NULL) 950 if (!env->map)
957 return; 951 return;
958 952
959 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
960 return; 954 return;
961 } 955 }
962 956
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 959 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
967 { 961 {
968 op->destroy (); 962 op->destroy ();
969 return; 963 return;
970 } 964 }
971 965
1008 int mflags; 1002 int mflags;
1009 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];
1010 maptile *m; 1004 maptile *m;
1011 1005
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1015 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1017 return 0;
1018 }
1017 } 1019 }
1018 1020
1019 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1020 1022
1021 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1107 * interesting spell. 1109 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god. 1111 * can't be friendly to your god.
1110 */ 1112 */
1111 1113
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1115 { 1119 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1121 return 0;
1118 } 1122 }
1119 1123
1126 effect->level = casting_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1133 {
1130 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1132 else 1136 else
1133 { 1137 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1139 return 0;
1136 } 1140 }
1250 1254
1251 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1257 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1257 1261
1258 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1260 1264
1261 return 1; 1265 return 1;
1262} 1266}
1263 1267
1264int 1268int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1270{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 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);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1277 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1276
1279 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */ 1279 */
1285 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1286 if (caster == op) 1282 if (caster == op)
1287 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1288 else if (caster->skill) 1284 else if (caster->skill)
1289 op->skill = caster->skill; 1285 op->skill = caster->skill;
1290 else 1286 else
1291 op->skill = NULL; 1287 op->skill = 0;
1292 1288
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1294 1290
1295 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1296 { 1292 {
1297 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1294
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 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 ())
1308 { 1298 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1300
1313 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1303 {
1315 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1316 tmp = tmp->head;
1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320 { 1305 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1307
1325 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1326 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);
1327 } 1310 }
1328 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)
1329 { 1312 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 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);
1332 }
1333 } 1315 }
1334 } 1316 }
1335 } 1317 }
1336 }
1337 } 1318 }
1338 1319
1339 op->skill = skill; 1320 op->skill = skill;
1340 return 1; 1321 return 1;
1341} 1322}
1448 */ 1429 */
1449int 1430int
1450mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1451{ 1432{
1452 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1435 const char *race;
1457 1436
1458 /* 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
1459 * doing it over and over again. 1438 * doing it over and over again.
1460 */ 1439 */
1466 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything. 1446 * won't ever match anything.
1468 */ 1447 */
1469 if (!spell->race) 1448 if (!spell->race)
1470 race = NULL; 1449 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1472 race = god->slaying; 1451 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1474 race = god->race; 1453 race = god->race;
1475 else 1454 else
1476 race = spell->race; 1455 race = spell->race;
1477 1456
1478 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 { 1458 {
1481 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1460
1489 /* 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 */
1490 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1491 continue; 1463 continue;
1492 1464
1493 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1494 if (caster && caster->contr 1467 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1469 continue;
1497 1470
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1500 break; 1473 break;
1501 1474
1502 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1504 continue; 1477 continue;
1505 1478
1506 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1480 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1481
1512 /* 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 */
1513 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1514 continue; 1484 continue;
1515 1485
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue; 1487 continue;
1518 1488
1519 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1490 best_at = -1;
1521 if (spell->attacktype) 1491 if (spell->attacktype)
1522 { 1492 {
1523 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1496 best_at = at;
1527 1497
1528 if (best_at == -1) 1498 if (best_at == -1)
1529 at = 0; 1499 at = 0;
1530 else 1500 else
1531 { 1501 {
1532 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1533 continue; 1503 continue;
1534 else 1504 else
1535 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1536 } 1506 }
1507
1537 at -= level / 5; 1508 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1539 continue; 1510 continue;
1540 } 1511 }
1541 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1542 { 1513 {
1543 /* 1514 /*
1544 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:
1545 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1546 * 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 ) )
1547 1518
1548 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.
1549 1520
1550 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
1551 charm a level 125 monster... 1522 charm a level 125 monster...
1552 1523
1553 Ryo, august 14th 1524 Ryo, august 14th
1554 */ 1525 */
1555 if (head->level > level) 1526 if (head->level > level)
1556 continue; 1527 continue;
1557 1528
1558 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))))
1559 /* Failed, no effect */ 1530 /* Failed, no effect */
1560 continue; 1531 continue;
1561 } 1532 }
1562 1533
1563 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1564 1536
1565 /* aggravation */ 1537 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 { 1539 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head); 1541 remove_friendly_object (head);
1570 done_one = 1; 1542 done_one = 1;
1571 head->enemy = op; 1543 head->enemy = op;
1572 } 1544 }
1573 1545
1574 /* calm monsters */ 1546 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 { 1548 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1550 head->enemy = NULL;
1579 done_one = 1; 1551 done_one = 1;
1580 } 1552 }
1581 1553
1582 /* berserk monsters */ 1554 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 { 1556 {
1585 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1; 1558 done_one = 1;
1587 } 1559 }
1588 1560
1589 /* charm */ 1561 /* charm */
1590 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))
1591 { 1563 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1565
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 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.
1596 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. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op); 1570 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1572 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1602 done_one = 1; 1574 done_one = 1;
1603 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);
1604 head->stats.exp = 0; 1576 head->stats.exp = 0;
1605 } 1577 }
1606 1578
1607 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 } /* for y */ 1582 }
1611 1583
1612 return 1; 1584 return 1;
1613} 1585}
1614
1615 1586
1616/* 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
1617 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1590 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1646 { 1617 {
1647 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1649 */ 1620 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1653 1623
1654 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1657 { 1627 {
1658 dir = tmpdir; 1628 dir = tmpdir;
1659 break; 1629 break;
1660 } 1630 }
1661 } 1631 }
1632
1662 if (dir == 0) 1633 if (dir == 0)
1663 { 1634 {
1664 nx = op->x; 1635 nx = op->x;
1665 ny = op->y; 1636 ny = op->y;
1666 m = op->map; 1637 m = op->map;
1934 } 1905 }
1935 1906
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 1908
1938 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1910 tmp->set_glow_radius (
1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1912 );
1940 1913
1941 if (dir) 1914 if (dir)
1942 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1943 else 1916 else
1944 caster->outer_env ()->insert (tmp); 1917 caster->outer_env_or_self ()->insert (tmp);
1945 1918
1946 return 1; 1919 return 1;
1947} 1920}
1948 1921
1949/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the

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