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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 1.49 by root, Thu Nov 8 19:43:28 2007 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 */
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));
1193 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1194 1175
1195 return 1; 1176 return 1;
1196} 1177}
1197 1178
1198
1199/**************************************************************************** 1179/****************************************************************************
1200 * 1180 *
1201 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1202 * 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
1203 * code here is just to move the missile. 1183 * code here is just to move the missile.
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1277 */ 1257 */
1278
1279int 1258int
1280make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1281{ 1260{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1263 return 0;
1287 1264
1288 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1267 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1272
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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1301 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1303 1277
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; 1278 return 1;
1310} 1279}
1311
1312
1313
1314 1280
1315int 1281int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1283{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1305 else if (caster->skill)
1340 op->skill = caster->skill; 1306 op->skill = caster->skill;
1341 else 1307 else
1342 op->skill = NULL; 1308 op->skill = NULL;
1343 1309
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1345 1311
1346 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1347 { 1313 {
1348 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1349 { 1315 {
1407 { 1373 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1375 return 0;
1410 } 1376 }
1411 1377
1378 tmp = tmp->head_ ();
1379
1412 /* If we've already got a force of this type, don't add a new one. */ 1380 /* 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) 1381 for (force = tmp->inv; force; force = force->below)
1414 { 1382 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1384 {
1417 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1418 { 1386 {
1424 return 0; 1392 return 0;
1425 } 1393 }
1426 } 1394 }
1427 } 1395 }
1428 1396
1429 if (force == NULL) 1397 if (!force)
1430 { 1398 {
1431 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1433 if (spell_ob->race) 1402 if (spell_ob->race)
1434 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1435 else 1404 else
1436 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1437 1406
1447 { 1416 {
1448 force->duration = duration; 1417 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1419 }
1451 else 1420 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1422
1455 return 1; 1423 return 1;
1456 } 1424 }
1425
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1427 force->speed = 1.f;
1459 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1461 1430
1462 if (god) 1431 if (god)
1463 { 1432 {
1464 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1451 tmp->update_stats ();
1483 return 1; 1452 return 1;
1484 1453
1485} 1454}
1486
1487 1455
1488/********************************************************************** 1456/**********************************************************************
1489 * mood change 1457 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1458 * 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 1459 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1490 race = god->race;
1523 else 1491 else
1524 race = spell->race; 1492 race = spell->race;
1525 1493
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1496 {
1530
1531 done_one = 0; 1497 done_one = 0;
1532 m = op->map; 1498 m = op->map;
1533 nx = x; 1499 nx = x;
1534 ny = y; 1500 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1504
1539 /* If there is nothing living on this space, no need to go further */ 1505 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1541 continue; 1507 continue;
1542 1508
1509 // players can only affect spaces that they can actually see
1510 if (caster && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70)
1512 continue;
1513
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1516 break;
1546 1517
1547 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1526 head = tmp;
1556 1527
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1559 continue; 1530 continue;
1531
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1533 continue;
1562 1534
1563 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1536 best_at = -1;
1581 at -= level / 5; 1553 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1583 continue; 1555 continue;
1584 } 1556 }
1585 else /* spell->attacktype */ 1557 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 { 1558 {
1559 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563
1564 The chance will then be in the range [20-70] percent, not too bad.
1565
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster...
1568
1569 Ryo, august 14th
1570 */
1599 if (head->level > level) 1571 if (head->level > level)
1600 continue; 1572 continue;
1573
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1575 /* Failed, no effect */
1603 continue; 1576 continue;
1604 } 1577 }
1605 1578
1606 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1607 1580
1608 /* aggravation */ 1581 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1583 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1585 remove_friendly_object (head);
1614
1615 done_one = 1; 1586 done_one = 1;
1616 head->enemy = op; 1587 head->enemy = op;
1617 } 1588 }
1618 1589
1619 /* calm monsters */ 1590 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1600 {
1630 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1602 done_one = 1;
1632 } 1603 }
1604
1633 /* charm */ 1605 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1607 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1609 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. */ 1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1612 head->set_owner (op);
1719 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1691 * the surround spaces.
1721 */ 1692 */
1722 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1723 { 1694 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1728 1697
1729 m = op->map; 1698 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806#if 0 1775#if 0
1807 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1778 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1779 // space.
1811 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1812 // (schmorp) 1781 // (schmorp)
1813 1782
1814 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1815 * more uniform 1784 * more uniform
1816 */ 1785 */
1992 1961
1993 m->insert (tmp, x, y, op); 1962 m->insert (tmp, x, y, op);
1994 return 1; 1963 return 1;
1995} 1964}
1996 1965
1997
1998
1999
2000/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1967 * player and infects someone.
2002 * op is the player/monster, caster is the object, dir is the direction 1968 * 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 1969 * to cast, disease_arch is the specific disease, and type is the spell number
2004 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2005 */ 1971 */
2006
2007int 1972int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1974{
2010 sint16 x, y; 1975 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2018 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
2019 * direction the player is pointing. 1984 * direction the player is pointing.
2020 */ 1985 */
2021 if (!dir) 1986 if (!dir)
2022 dir = op->facing; 1987 dir = op->facing;
1988
2023 if (!dir) 1989 if (!dir)
2024 return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
2025 1991
2026 /* Calculate these once here */ 1992 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2061 /* do level adjustments */ 2027 /* do level adjustments */
2062 if (disease->stats.wc) 2028 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2064 2030
2065 if (disease->magic > 0) 2031 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2067 2033
2068 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2070 2036
2071 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2072 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2073 disease->stats.sp -= dam_mod;
2108 2074
2109 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2110 { 2076 {
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); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2078
2115 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2081 return 1;
2118 } 2082 }
2119 2083
2120 disease->destroy (); 2084 disease->destroy ();
2121 } 2085 }

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