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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.51 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
144 144
145 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
151 new_bolt->duration++; 151 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
162 */ 162 */
163 163
164void 164void
165move_bolt (object *op) 165move_bolt (object *op)
166{ 166{
167 object *tmp;
168 int mflags; 167 int mflags;
169 sint16 x, y; 168 sint16 x, y;
170 maptile *m; 169 maptile *m;
171 170
172 if (--op->duration < 0) 171 if (--op->duration < 0)
245 else 244 else
246 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 246 object *tmp = op->clone ();
248 247
249 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 251 tmp->duration++;
253 252
254 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 254 * going off in other directions.
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy ();
419 return; 416 return;
420 } 417 }
487 484
488 /* Prevent recursion */ 485 /* Prevent recursion */
489 op->move_on = 0; 486 op->move_on = 0;
490 487
491 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
492 /* remove the firebullet */ 491 /* remove the firebullet */
493 op->destroy (); 492 op->destroy ();
494} 493}
495 494
496/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
518 517
519 /* If nothing alive on this space, no reason to do anything further */ 518 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 519 if (!(mflags & P_IS_ALIVE))
521 return; 520 return;
522 521
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 523 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 525 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 603 }
605 else 604 else
606 check_bullet (op); 605 check_bullet (op);
607} 606}
608 607
609
610
611
612/* fire_bullet 608/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 609 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 610 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 612 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
618 * pointers. 614 * pointers.
619 */ 615 */
620
621int 616int
622fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 618{
624 object *tmp = NULL; 619 object *tmp = NULL;
625 int mflags; 620 int mflags;
683 check_bullet (tmp); 678 check_bullet (tmp);
684 679
685 return 1; 680 return 1;
686} 681}
687 682
688
689
690
691/***************************************************************************** 683/*****************************************************************************
692 * 684 *
693 * CONE RELATED FUNCTIONS 685 * CONE RELATED FUNCTIONS
694 * 686 *
695 *****************************************************************************/ 687 *****************************************************************************/
696
697 688
698/* drops an object based on what is in the cone's "other_arch" */ 689/* drops an object based on what is in the cone's "other_arch" */
699void 690void
700cone_drop (object *op) 691cone_drop (object *op)
701{ 692{
827 818
828 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 821 * insert it into is blocked.
831 */ 822 */
832 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
833 824
834 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
835 { 826 {
836 sint16 x, y, d; 827 sint16 x, y, d;
837 828
916 else 907 else
917 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
918 } 909 }
919 910
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 913
923 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 916
926 m->insert (tmp, sx, sy, op); 917 m->insert (tmp, sx, sy, op);
927 918
928 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 920 * a single space too many times.
941 * 932 *
942 * BOMB related code 933 * BOMB related code
943 * 934 *
944 ****************************************************************************/ 935 ****************************************************************************/
945 936
946
947/* This handles an exploding bomb. 937/* This handles an exploding bomb.
948 * op is the original bomb object. 938 * op is the original bomb object.
949 */ 939 */
950void 940void
951animate_bomb (object *op) 941animate_bomb (object *op)
952{ 942{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 944 return;
958 945
959 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
960 947
961 if (op->env) 948 if (op->env)
962 { 949 {
963 if (env->map == NULL) 950 if (env->map == NULL)
964 return; 951 return;
983 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 971 * so just set up the appropriate values.
985 */ 972 */
986 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
987 { 974 {
988 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
989 { 976 {
990 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]))
991 continue; 978 continue;
992 979
993 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
994 tmp->direction = i; 981 tmp->direction = i;
995 tmp->range = op->range; 982 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 984 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1012} 999}
1013 1000
1014int 1001int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1003{
1017
1018 object *tmp; 1004 object *tmp;
1019 int mflags; 1005 int mflags;
1020 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];
1021 maptile *m; 1007 maptile *m;
1022 1008
1024 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))
1025 { 1011 {
1026 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.");
1027 return 0; 1013 return 0;
1028 } 1014 }
1015
1029 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1030 1017
1031 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1041 * dir is the direction to look in.
1055 * range is how far out to look. 1042 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1058 */ 1045 */
1059
1060object * 1046object *
1061get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1062{ 1048{
1063 object *target; 1049 object *target;
1064 sint16 x, y; 1050 sint16 x, y;
1083 return NULL; 1069 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1071 return NULL;
1086 1072
1087 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1076 return target;
1094 }
1095 }
1096 }
1097 } 1077 }
1078
1098 return NULL; 1079 return NULL;
1099} 1080}
1100
1101 1081
1102/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1104 * usual params - 1084 * usual params -
1105 * op = player 1085 * op = player
1106 * caster = object casting the spell. 1086 * caster = object casting the spell.
1107 * dir = direction being cast 1087 * dir = direction being cast
1108 * spell = spell object 1088 * spell = spell object
1109 */ 1089 */
1110
1111int 1090int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1092{
1114 object *effect, *target; 1093 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1194 1173
1195 return 1; 1174 return 1;
1196} 1175}
1197 1176
1198
1199/**************************************************************************** 1177/****************************************************************************
1200 * 1178 *
1201 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1181 * code here is just to move the missile.
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1277 */ 1255 */
1278
1279int 1256int
1280make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1281{ 1258{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1261 return 0;
1287 1262
1288 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1265 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1270
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1301 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1303 1275
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1276 return 1;
1310} 1277}
1311
1312
1313
1314 1278
1315int 1279int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1281{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1282 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1303 else if (caster->skill)
1340 op->skill = caster->skill; 1304 op->skill = caster->skill;
1341 else 1305 else
1342 op->skill = NULL; 1306 op->skill = NULL;
1343 1307
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1308 op->change_skill (find_skill_by_name (op, op->skill));
1345 1309
1346 for (i = -range; i < range; i++) 1310 for (i = -range; i < range; i++)
1347 { 1311 {
1348 for (j = -range; j < range; j++) 1312 for (j = -range; j < range; j++)
1349 { 1313 {
1407 { 1371 {
1408 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.");
1409 return 0; 1373 return 0;
1410 } 1374 }
1411 1375
1376 tmp = tmp->head_ ();
1377
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1414 { 1380 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1382 {
1417 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1418 { 1384 {
1424 return 0; 1390 return 0;
1425 } 1391 }
1426 } 1392 }
1427 } 1393 }
1428 1394
1429 if (force == NULL) 1395 if (!force)
1430 { 1396 {
1431 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1433 if (spell_ob->race) 1400 if (spell_ob->race)
1434 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1435 else 1402 else
1436 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1437 1404
1447 { 1414 {
1448 force->duration = duration; 1415 force->duration = duration;
1449 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.");
1450 } 1417 }
1451 else 1418 else
1452 {
1453 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.");
1454 } 1420
1455 return 1; 1421 return 1;
1456 } 1422 }
1423
1457 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;
1458 force->speed = 1.0; 1425 force->speed = 1.f;
1459 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1461 1428
1462 if (god) 1429 if (god)
1463 { 1430 {
1464 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1448 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1449 tmp->update_stats ();
1483 return 1; 1450 return 1;
1484 1451
1485} 1452}
1486
1487 1453
1488/********************************************************************** 1454/**********************************************************************
1489 * mood change 1455 * mood change
1490 * 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
1491 * effects monsters, it seems best to put it into this file 1457 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1487 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1488 race = god->race;
1523 else 1489 else
1524 race = spell->race; 1490 race = spell->race;
1525 1491
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1492 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1493 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1494 {
1530
1531 done_one = 0; 1495 done_one = 0;
1532 m = op->map; 1496 m = op->map;
1533 nx = x; 1497 nx = x;
1534 ny = y; 1498 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1502
1539 /* 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 */
1540 if (!(mflags & P_IS_ALIVE)) 1504 if (!(mflags & P_IS_ALIVE))
1541 continue; 1505 continue;
1542 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
1543 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)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1513 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1514 break;
1546 1515
1547 /* There can be living objects that are not monsters */ 1516 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1517 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1524 head = tmp;
1556 1525
1557 /* 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 */
1558 if (race && head->race && !strstr (race, head->race)) 1527 if (race && head->race && !strstr (race, head->race))
1559 continue; 1528 continue;
1529
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1531 continue;
1562 1532
1563 /* Now do a bunch of stuff related to saving throws */ 1533 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1534 best_at = -1;
1581 at -= level / 5; 1551 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1583 continue; 1553 continue;
1584 } 1554 }
1585 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1586 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590
1591 The chance will then be in the range [20-70] percent, not too bad.
1592
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster...
1595
1596 Ryo, august 14th
1597 */
1598 { 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 */
1599 if (head->level > level) 1569 if (head->level > level)
1600 continue; 1570 continue;
1571
1601 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))))
1602 /* Failed, no effect */ 1573 /* Failed, no effect */
1603 continue; 1574 continue;
1604 } 1575 }
1605 1576
1606 /* Done with saving throw. Now start effecting the monster */ 1577 /* Done with saving throw. Now start affecting the monster */
1607 1578
1608 /* aggravation */ 1579 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1580 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1581 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1582 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1583 remove_friendly_object (head);
1614
1615 done_one = 1; 1584 done_one = 1;
1616 head->enemy = op; 1585 head->enemy = op;
1617 } 1586 }
1618 1587
1619 /* calm monsters */ 1588 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1598 {
1630 SET_FLAG (head, FLAG_BERSERK); 1599 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1600 done_one = 1;
1632 } 1601 }
1602
1633 /* charm */ 1603 /* charm */
1634 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))
1635 { 1605 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1606 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 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.
1639 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. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1609 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1610 head->set_owner (op);
1719 * if this has an other_arch field, we insert that in 1688 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1689 * the surround spaces.
1721 */ 1690 */
1722 for (j = 0; j < 9; j++) 1691 for (j = 0; j < 9; j++)
1723 { 1692 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1693 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1694 hy = ny + freearr_y[j];
1728 1695
1729 m = op->map; 1696 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1697 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806#if 0 1773#if 0
1807 // this is bogus: it causes wrong places to be checked below 1774 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1775 // (a wall 2 cells away will block the effect...) and
1809 // 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
1810 // space. 1777 // space.
1811 // should be fixed later, but correctness before featurs... 1778 // should be fixed later, but correctness before features...
1812 // (schmorp) 1779 // (schmorp)
1813 1780
1814 /* new offset calculation to make swarm element distribution 1781 /* new offset calculation to make swarm element distribution
1815 * more uniform 1782 * more uniform
1816 */ 1783 */
1992 1959
1993 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1994 return 1; 1961 return 1;
1995} 1962}
1996 1963
1997
1998
1999
2000/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1965 * player and infects someone.
2002 * 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
2003 * 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
2004 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
2005 */ 1969 */
2006
2007int 1970int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1972{
2010 sint16 x, y; 1973 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2018 /* 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
2019 * direction the player is pointing. 1982 * direction the player is pointing.
2020 */ 1983 */
2021 if (!dir) 1984 if (!dir)
2022 dir = op->facing; 1985 dir = op->facing;
1986
2023 if (!dir) 1987 if (!dir)
2024 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 */
2025 1989
2026 /* Calculate these once here */ 1990 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2061 /* do level adjustments */ 2025 /* do level adjustments */
2062 if (disease->stats.wc) 2026 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2064 2028
2065 if (disease->magic > 0) 2029 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2067 2031
2068 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2070 2034
2071 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2070 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2071 disease->stats.sp -= dam_mod;
2108 2072
2109 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2110 { 2074 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2076
2115 disease->destroy (); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2079 return 1;
2118 } 2080 }
2119 2081
2120 disease->destroy (); 2082 disease->destroy ();
2121 } 2083 }

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