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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 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 */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1597 {
1631 SET_FLAG (head, FLAG_BERSERK); 1598 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1599 done_one = 1;
1633 } 1600 }
1601
1634 /* charm */ 1602 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1604 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1609 head->set_owner (op);
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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