… | |
… | |
1433 | */ |
1433 | */ |
1434 | int |
1434 | int |
1435 | mood_change (object *op, object *caster, object *spell) |
1435 | mood_change (object *op, object *caster, object *spell) |
1436 | { |
1436 | { |
1437 | object *tmp, *god, *head; |
1437 | object *tmp, *god, *head; |
1438 | int done_one, range, mflags, level, at, best_at; |
1438 | int done_one, range, level, at, best_at; |
1439 | sint16 x, y, nx, ny; |
|
|
1440 | maptile *m; |
|
|
1441 | const char *race; |
1439 | const char *race; |
1442 | |
1440 | |
1443 | /* We precompute some values here so that we don't have to keep |
1441 | /* We precompute some values here so that we don't have to keep |
1444 | * doing it over and over again. |
1442 | * doing it over and over again. |
1445 | */ |
1443 | */ |
… | |
… | |
1458 | else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1456 | else if (god && !strcmp (spell->race, "GOD_FRIEND")) |
1459 | race = god->race; |
1457 | race = god->race; |
1460 | else |
1458 | else |
1461 | race = spell->race; |
1459 | race = spell->race; |
1462 | |
1460 | |
1463 | for (x = op->x - range; x <= op->x + range; x++) |
1461 | unordered_mapwalk (op, -range, -range, range, range) |
1464 | for (y = op->y - range; y <= op->y + range; y++) |
|
|
1465 | { |
1462 | { |
1466 | done_one = 0; |
1463 | mapspace &ms = m->at (nx, ny); |
1467 | m = op->map; |
|
|
1468 | nx = x; |
|
|
1469 | ny = y; |
|
|
1470 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
|
|
1471 | if (mflags & P_OUT_OF_MAP) |
|
|
1472 | continue; |
|
|
1473 | |
1464 | |
1474 | /* If there is nothing living on this space, no need to go further */ |
1465 | /* If there is nothing living on this space, no need to go further */ |
1475 | if (!(mflags & P_IS_ALIVE)) |
1466 | if (!ms.flags () & P_IS_ALIVE) |
1476 | continue; |
1467 | continue; |
1477 | |
1468 | |
1478 | // players can only affect spaces that they can actually see |
1469 | // players can only affect spaces that they can actually see |
1479 | if (caster |
1470 | if (caster |
1480 | && caster->contr |
1471 | && caster->contr |
1481 | && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) |
1472 | && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) |
1482 | continue; |
1473 | continue; |
1483 | |
1474 | |
1484 | for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) |
1475 | for (tmp = ms.top; tmp; tmp = tmp->below) |
1485 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1476 | if (tmp->flag [FLAG_MONSTER]) |
1486 | break; |
1477 | break; |
1487 | |
1478 | |
1488 | /* There can be living objects that are not monsters */ |
1479 | /* There can be living objects that are not monsters */ |
1489 | if (!tmp || tmp->type == PLAYER) |
1480 | if (!tmp) |
1490 | continue; |
1481 | continue; |
1491 | |
1482 | |
1492 | /* Only the head has meaningful data, so resolve to that */ |
1483 | /* Only the head has meaningful data, so resolve to that */ |
1493 | if (tmp->head) |
|
|
1494 | head = tmp->head; |
1484 | head = tmp->head_ (); |
1495 | else |
|
|
1496 | head = tmp; |
|
|
1497 | |
1485 | |
1498 | /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1486 | /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ |
1499 | if (race && head->race && !strstr (race, head->race)) |
1487 | if (race && head->race && !strstr (race, head->race)) |
1500 | continue; |
1488 | continue; |
1501 | |
1489 | |
1502 | if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1490 | if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) |
1503 | continue; |
1491 | continue; |
1504 | |
1492 | |
1505 | /* Now do a bunch of stuff related to saving throws */ |
1493 | /* Now do a bunch of stuff related to saving throws */ |
1506 | best_at = -1; |
1494 | best_at = -1; |
1507 | if (spell->attacktype) |
1495 | if (spell->attacktype) |
1508 | { |
1496 | { |
1509 | for (at = 0; at < NROFATTACKS; at++) |
1497 | for (at = 0; at < NROFATTACKS; at++) |
1510 | if (spell->attacktype & (1 << at)) |
1498 | if (spell->attacktype & (1 << at)) |
1511 | if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1499 | if (best_at == -1 || head->resist[at] > head->resist[best_at]) |
1512 | best_at = at; |
1500 | best_at = at; |
1513 | |
1501 | |
1514 | if (best_at == -1) |
1502 | if (best_at == -1) |
1515 | at = 0; |
1503 | at = 0; |
1516 | else |
1504 | else |
1517 | { |
1505 | { |
1518 | if (head->resist[best_at] == 100) |
1506 | if (head->resist[best_at] == 100) |
1519 | continue; |
1507 | continue; |
1520 | else |
1508 | else |
1521 | at = head->resist[best_at] / 5; |
1509 | at = head->resist[best_at] / 5; |
1522 | } |
1510 | } |
|
|
1511 | |
1523 | at -= level / 5; |
1512 | at -= level / 5; |
1524 | if (did_make_save (head, head->level, at)) |
1513 | if (did_make_save (head, head->level, at)) |
1525 | continue; |
1514 | continue; |
1526 | } |
1515 | } |
1527 | else /* spell->attacktype */ |
1516 | else /* spell->attacktype */ |
1528 | { |
1517 | { |
1529 | /* |
1518 | /* |
1530 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
1519 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
1531 | * if spell level < monster level, no go |
1520 | * if spell level < monster level, no go |
1532 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1521 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
1533 | |
1522 | |
1534 | The chance will then be in the range [20-70] percent, not too bad. |
1523 | The chance will then be in the range [20-70] percent, not too bad. |
1535 | |
1524 | |
1536 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
1525 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
1537 | charm a level 125 monster... |
1526 | charm a level 125 monster... |
1538 | |
1527 | |
1539 | Ryo, august 14th |
1528 | Ryo, august 14th |
1540 | */ |
1529 | */ |
1541 | if (head->level > level) |
1530 | if (head->level > level) |
1542 | continue; |
1531 | continue; |
1543 | |
1532 | |
1544 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1533 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1545 | /* Failed, no effect */ |
1534 | /* Failed, no effect */ |
1546 | continue; |
1535 | continue; |
1547 | } |
1536 | } |
1548 | |
1537 | |
1549 | /* Done with saving throw. Now start affecting the monster */ |
1538 | /* Done with saving throw. Now start affecting the monster */ |
|
|
1539 | done_one = 0; |
1550 | |
1540 | |
1551 | /* aggravation */ |
1541 | /* aggravation */ |
1552 | if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1542 | if (QUERY_FLAG (spell, FLAG_MONSTER)) |
1553 | { |
1543 | { |
1554 | CLEAR_FLAG (head, FLAG_SLEEP); |
1544 | CLEAR_FLAG (head, FLAG_SLEEP); |
1555 | remove_friendly_object (head); |
1545 | remove_friendly_object (head); |
1556 | done_one = 1; |
1546 | done_one = 1; |
1557 | head->enemy = op; |
1547 | head->enemy = op; |
1558 | } |
1548 | } |
1559 | |
1549 | |
1560 | /* calm monsters */ |
1550 | /* calm monsters */ |
1561 | if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1551 | if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) |
1562 | { |
1552 | { |
1563 | SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1553 | SET_FLAG (head, FLAG_UNAGGRESSIVE); |
1564 | head->enemy = NULL; |
1554 | head->enemy = NULL; |
1565 | done_one = 1; |
1555 | done_one = 1; |
1566 | } |
1556 | } |
1567 | |
1557 | |
1568 | /* berserk monsters */ |
1558 | /* berserk monsters */ |
1569 | if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1559 | if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) |
1570 | { |
1560 | { |
1571 | SET_FLAG (head, FLAG_BERSERK); |
1561 | SET_FLAG (head, FLAG_BERSERK); |
1572 | done_one = 1; |
1562 | done_one = 1; |
1573 | } |
1563 | } |
1574 | |
1564 | |
1575 | /* charm */ |
1565 | /* charm */ |
1576 | if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1566 | if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) |
1577 | { |
1567 | { |
1578 | INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); |
1568 | INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); |
1579 | |
1569 | |
1580 | /* Prevent uncontrolled outbreaks of self replicating monsters. |
1570 | /* Prevent uncontrolled outbreaks of self replicating monsters. |
1581 | Typical use case is charm, go somwhere, use aggravation to make hostile. |
1571 | Typical use case is charm, go somwhere, use aggravation to make hostile. |
1582 | This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1572 | This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ |
1583 | CLEAR_FLAG (head, FLAG_GENERATOR); |
1573 | CLEAR_FLAG (head, FLAG_GENERATOR); |
1584 | head->set_owner (op); |
1574 | head->set_owner (op); |
1585 | set_spell_skill (op, caster, spell, head); |
1575 | set_spell_skill (op, caster, spell, head); |
1586 | add_friendly_object (head); |
1576 | add_friendly_object (head); |
1587 | head->attack_movement = PETMOVE; |
1577 | head->attack_movement = PETMOVE; |
1588 | done_one = 1; |
1578 | done_one = 1; |
1589 | change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1579 | change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); |
1590 | head->stats.exp = 0; |
1580 | head->stats.exp = 0; |
1591 | } |
1581 | } |
1592 | |
1582 | |
1593 | /* If a monster was effected, put an effect in */ |
1583 | /* If a monster was effected, put an effect in */ |
1594 | if (done_one && spell->other_arch) |
1584 | if (done_one && spell->other_arch) |
1595 | m->insert (arch_to_object (spell->other_arch), nx, ny, op); |
1585 | m->insert (arch_to_object (spell->other_arch), nx, ny, op); |
1596 | } /* for y */ |
1586 | } |
1597 | |
1587 | |
1598 | return 1; |
1588 | return 1; |
1599 | } |
1589 | } |
1600 | |
1590 | |
1601 | /* Move_ball_spell: This handles ball type spells that just sort of wander |
1591 | /* Move_ball_spell: This handles ball type spells that just sort of wander |