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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 1.45 by root, Wed Aug 1 00:26:03 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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 ***************************************************************************/
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 */
487 483
488 /* Prevent recursion */ 484 /* Prevent recursion */
489 op->move_on = 0; 485 op->move_on = 0;
490 486
491 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
492 /* remove the firebullet */ 490 /* remove the firebullet */
493 op->destroy (); 491 op->destroy ();
494} 492}
495 493
496/* 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
518 516
519 /* 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 */
520 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
521 return; 519 return;
522 520
523 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)
524 { 522 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 524 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 602 }
605 else 603 else
606 check_bullet (op); 604 check_bullet (op);
607} 605}
608 606
609
610
611
612/* fire_bullet 607/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 611 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
618 * pointers. 613 * pointers.
619 */ 614 */
620
621int 615int
622fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 617{
624 object *tmp = NULL; 618 object *tmp = NULL;
625 int mflags; 619 int mflags;
683 check_bullet (tmp); 677 check_bullet (tmp);
684 678
685 return 1; 679 return 1;
686} 680}
687 681
688
689
690
691/***************************************************************************** 682/*****************************************************************************
692 * 683 *
693 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
694 * 685 *
695 *****************************************************************************/ 686 *****************************************************************************/
696
697 687
698/* 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" */
699void 689void
700cone_drop (object *op) 690cone_drop (object *op)
701{ 691{
827 817
828 /* 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
829 * 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
830 * insert it into is blocked. 820 * insert it into is blocked.
831 */ 821 */
832 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
833 823
834 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
835 { 825 {
836 sint16 x, y, d; 826 sint16 x, y, d;
837 827
916 else 906 else
917 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
918 } 908 }
919 909
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 912
923 if (!tmp->move_on && tmp->stats.dam) 913 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); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 915
926 m->insert (tmp, sx, sy, op); 916 m->insert (tmp, sx, sy, op);
927 917
928 /* 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
929 * a single space too many times. 919 * a single space too many times.
940/**************************************************************************** 930/****************************************************************************
941 * 931 *
942 * BOMB related code 932 * BOMB related code
943 * 933 *
944 ****************************************************************************/ 934 ****************************************************************************/
945
946 935
947/* This handles an exploding bomb. 936/* This handles an exploding bomb.
948 * op is the original bomb object. 937 * op is the original bomb object.
949 */ 938 */
950void 939void
1054 * dir is the direction to look in. 1043 * dir is the direction to look in.
1055 * range is how far out to look. 1044 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1058 */ 1047 */
1059
1060object * 1048object *
1061get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1062{ 1050{
1063 object *target; 1051 object *target;
1064 sint16 x, y; 1052 sint16 x, y;
1083 return NULL; 1071 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1073 return NULL;
1086 1074
1087 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1078 return target;
1094 }
1095 }
1096 }
1097 } 1079 }
1080
1098 return NULL; 1081 return NULL;
1099} 1082}
1100
1101 1083
1102/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1104 * usual params - 1086 * usual params -
1105 * op = player 1087 * op = player
1106 * caster = object casting the spell. 1088 * caster = object casting the spell.
1107 * dir = direction being cast 1089 * dir = direction being cast
1108 * spell = spell object 1090 * spell = spell object
1109 */ 1091 */
1110
1111int 1092int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1094{
1114 object *effect, *target; 1095 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1273 * we do this by creating a force and inserting it in the 1254 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1277 */ 1258 */
1278
1279int 1259int
1280make_object_glow (object *op, int radius, int time) 1260make_object_glow (object *op, int radius, int time)
1281{ 1261{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1262 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1263 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1264 return 0;
1287 1265
1288 tmp = get_archetype (FORCE_NAME); 1266 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1267 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1268 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1269 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1270 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1272 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1273
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); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1301 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1277 op->glow_radius = tmp->glow_radius;
1303 1278
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; 1279 return 1;
1310} 1280}
1311
1312
1313
1314 1281
1315int 1282int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1284{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1285 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1306 else if (caster->skill)
1340 op->skill = caster->skill; 1307 op->skill = caster->skill;
1341 else 1308 else
1342 op->skill = NULL; 1309 op->skill = NULL;
1343 1310
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1311 op->change_skill (find_skill_by_name (op, op->skill));
1345 1312
1346 for (i = -range; i < range; i++) 1313 for (i = -range; i < range; i++)
1347 { 1314 {
1348 for (j = -range; j < range; j++) 1315 for (j = -range; j < range; j++)
1349 { 1316 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1421 }
1455 return 1; 1422 return 1;
1456 } 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 */
2106 if (disease->stats.sp) 2073 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2074 disease->stats.sp -= dam_mod;
2108 2075
2109 if (infect_object (walk, disease, 1)) 2076 if (infect_object (walk, disease, 1))
2110 { 2077 {
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); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2079
2115 disease->destroy (); /* don't need this one anymore */ 2080 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2082 return 1;
2118 } 2083 }
2119 2084
2120 disease->destroy (); 2085 disease->destroy ();
2121 } 2086 }

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