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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 1.49 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <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 {
1408 { 1373 {
1409 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.");
1410 return 0; 1375 return 0;
1411 } 1376 }
1412 1377
1378 tmp = tmp->head_ ();
1379
1413 /* 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. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1415 { 1382 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1384 {
1418 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1419 { 1386 {
1425 return 0; 1392 return 0;
1426 } 1393 }
1427 } 1394 }
1428 } 1395 }
1429 1396
1430 if (force == NULL) 1397 if (!force)
1431 { 1398 {
1432 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1434 if (spell_ob->race) 1402 if (spell_ob->race)
1435 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1436 else 1404 else
1437 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1438 1406
1448 { 1416 {
1449 force->duration = duration; 1417 force->duration = duration;
1450 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.");
1451 } 1419 }
1452 else 1420 else
1453 {
1454 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.");
1455 } 1422
1456 return 1; 1423 return 1;
1457 } 1424 }
1425
1458 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;
1459 force->speed = 1.0; 1427 force->speed = 1.f;
1460 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1462 1430
1463 if (god) 1431 if (god)
1464 { 1432 {
1465 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1450 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1451 tmp->update_stats ();
1484 return 1; 1452 return 1;
1485 1453
1486} 1454}
1487
1488 1455
1489/********************************************************************** 1456/**********************************************************************
1490 * mood change 1457 * mood change
1491 * 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
1492 * effects monsters, it seems best to put it into this file 1459 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1489 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1490 race = god->race;
1524 else 1491 else
1525 race = spell->race; 1492 race = spell->race;
1526 1493
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1494 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1495 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1496 {
1531
1532 done_one = 0; 1497 done_one = 0;
1533 m = op->map; 1498 m = op->map;
1534 nx = x; 1499 nx = x;
1535 ny = y; 1500 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1504
1540 /* 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 */
1541 if (!(mflags & P_IS_ALIVE)) 1506 if (!(mflags & P_IS_ALIVE))
1542 continue; 1507 continue;
1543 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
1544 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)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1515 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1516 break;
1547 1517
1548 /* There can be living objects that are not monsters */ 1518 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1519 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1526 head = tmp;
1557 1527
1558 /* 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 */
1559 if (race && head->race && !strstr (race, head->race)) 1529 if (race && head->race && !strstr (race, head->race))
1560 continue; 1530 continue;
1531
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1533 continue;
1563 1534
1564 /* Now do a bunch of stuff related to saving throws */ 1535 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1536 best_at = -1;
1582 at -= level / 5; 1553 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1584 continue; 1555 continue;
1585 } 1556 }
1586 else /* spell->attacktype */ 1557 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 { 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 */
1600 if (head->level > level) 1571 if (head->level > level)
1601 continue; 1572 continue;
1573
1602 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))))
1603 /* Failed, no effect */ 1575 /* Failed, no effect */
1604 continue; 1576 continue;
1605 } 1577 }
1606 1578
1607 /* Done with saving throw. Now start effecting the monster */ 1579 /* Done with saving throw. Now start affecting the monster */
1608 1580
1609 /* aggravation */ 1581 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1583 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1585 remove_friendly_object (head);
1615
1616 done_one = 1; 1586 done_one = 1;
1617 head->enemy = op; 1587 head->enemy = op;
1618 } 1588 }
1619 1589
1620 /* calm monsters */ 1590 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1600 {
1631 SET_FLAG (head, FLAG_BERSERK); 1601 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1602 done_one = 1;
1633 } 1603 }
1604
1634 /* charm */ 1605 /* charm */
1635 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))
1636 { 1607 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1608 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 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.
1640 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. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1611 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1612 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1690 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1691 * the surround spaces.
1722 */ 1692 */
1723 for (j = 0; j < 9; j++) 1693 for (j = 0; j < 9; j++)
1724 { 1694 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1695 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1696 hy = ny + freearr_y[j];
1729 1697
1730 m = op->map; 1698 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1699 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1775#if 0
1808 // this is bogus: it causes wrong places to be checked below 1776 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1777 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1779 // space.
1812 // should be fixed later, but correctness before featurs... 1780 // should be fixed later, but correctness before features...
1813 // (schmorp) 1781 // (schmorp)
1814 1782
1815 /* new offset calculation to make swarm element distribution 1783 /* new offset calculation to make swarm element distribution
1816 * more uniform 1784 * more uniform
1817 */ 1785 */
1993 1961
1994 m->insert (tmp, x, y, op); 1962 m->insert (tmp, x, y, op);
1995 return 1; 1963 return 1;
1996} 1964}
1997 1965
1998
1999
2000
2001/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1967 * player and infects someone.
2003 * 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
2004 * 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
2005 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
2006 */ 1971 */
2007
2008int 1972int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1974{
2011 sint16 x, y; 1975 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2019 /* 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
2020 * direction the player is pointing. 1984 * direction the player is pointing.
2021 */ 1985 */
2022 if (!dir) 1986 if (!dir)
2023 dir = op->facing; 1987 dir = op->facing;
1988
2024 if (!dir) 1989 if (!dir)
2025 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 */
2026 1991
2027 /* Calculate these once here */ 1992 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2062 /* do level adjustments */ 2027 /* do level adjustments */
2063 if (disease->stats.wc) 2028 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2065 2030
2066 if (disease->magic > 0) 2031 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2068 2033
2069 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2071 2036
2072 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
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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