ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
688 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
689 * 688 *
690 *****************************************************************************/ 689 *****************************************************************************/
691 690
692/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
693void 692static void
694cone_drop (object *op) 693cone_drop (object *op)
695{ 694{
696 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
697 696
698 new_ob->level = op->level; 697 new_ob->level = op->level;
828 */ 827 */
829 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
830 829
831 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
832 { 831 {
833 sint16 x, y, d; 832 sint16 x, y;
834 833
835 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 837 * to hit that person.
839 */ 838 */
840 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 840
846 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
951 946
952 object *env = op->outer_env (); 947 object *env = op->outer_env ();
953 948
954 if (op->env) 949 if (op->env)
955 { 950 {
956 if (env->map == NULL) 951 if (!env->map)
957 return; 952 return;
958 953
959 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
960 return; 955 return;
961 } 956 }
962 957
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 960 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
967 { 962 {
968 op->destroy (); 963 op->destroy ();
969 return; 964 return;
970 } 965 }
971 966
1008 int mflags; 1003 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1005 maptile *m;
1011 1006
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1016 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1018 return 0;
1019 }
1017 } 1020 }
1018 1021
1019 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1020 1023
1021 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1107 * interesting spell. 1110 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god. 1112 * can't be friendly to your god.
1110 */ 1113 */
1111 1114
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1115 { 1120 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1122 return 0;
1118 } 1123 }
1119 1124
1126 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1134 {
1130 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1132 else 1137 else
1133 { 1138 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1140 return 0;
1136 } 1141 }
1250 1255
1251 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1258 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1257 1262
1258 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1260 1265
1261 return 1; 1266 return 1;
1262} 1267}
1263 1268
1264int 1269int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1271{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1277 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1277
1279 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */ 1280 */
1285 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1286 if (caster == op) 1283 if (caster == op)
1287 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1288 else if (caster->skill) 1285 else if (caster->skill)
1289 op->skill = caster->skill; 1286 op->skill = caster->skill;
1290 else 1287 else
1291 op->skill = NULL; 1288 op->skill = 0;
1292 1289
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1294 1291
1295 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1296 { 1293 {
1297 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1295
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1299 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1301
1313 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1304 {
1315 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1316 tmp = tmp->head;
1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320 { 1306 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1308
1325 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1327 } 1311 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 { 1313 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1332 }
1333 } 1316 }
1334 } 1317 }
1335 } 1318 }
1336 }
1337 } 1319 }
1338 1320
1339 op->skill = skill; 1321 op->skill = skill;
1340 return 1; 1322 return 1;
1341} 1323}
1448 */ 1430 */
1449int 1431int
1450mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1451{ 1433{
1452 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1436 const char *race;
1457 1437
1458 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again. 1439 * doing it over and over again.
1460 */ 1440 */
1466 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything. 1447 * won't ever match anything.
1468 */ 1448 */
1469 if (!spell->race) 1449 if (!spell->race)
1470 race = NULL; 1450 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1472 race = god->slaying; 1452 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1474 race = god->race; 1454 race = god->race;
1475 else 1455 else
1476 race = spell->race; 1456 race = spell->race;
1477 1457
1478 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 { 1459 {
1481 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1461
1489 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1491 continue; 1464 continue;
1492 1465
1493 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1494 if (caster && caster->contr 1468 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1470 continue;
1497 1471
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1500 break; 1474 break;
1501 1475
1502 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1504 continue; 1478 continue;
1505 1479
1506 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1481 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1482
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1514 continue; 1485 continue;
1515 1486
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue; 1488 continue;
1518 1489
1519 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1491 best_at = -1;
1521 if (spell->attacktype) 1492 if (spell->attacktype)
1522 { 1493 {
1523 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1497 best_at = at;
1527 1498
1528 if (best_at == -1) 1499 if (best_at == -1)
1529 at = 0; 1500 at = 0;
1530 else 1501 else
1531 { 1502 {
1532 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1533 continue; 1504 continue;
1534 else 1505 else
1535 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1536 } 1507 }
1508
1537 at -= level / 5; 1509 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1539 continue; 1511 continue;
1540 } 1512 }
1541 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1542 { 1514 {
1543 /* 1515 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 1519
1548 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1549 1521
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster... 1523 charm a level 125 monster...
1552 1524
1553 Ryo, august 14th 1525 Ryo, august 14th
1554 */ 1526 */
1555 if (head->level > level) 1527 if (head->level > level)
1556 continue; 1528 continue;
1557 1529
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1559 /* Failed, no effect */ 1531 /* Failed, no effect */
1560 continue; 1532 continue;
1561 } 1533 }
1562 1534
1563 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1564 1537
1565 /* aggravation */ 1538 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 { 1540 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head); 1542 remove_friendly_object (head);
1570 done_one = 1; 1543 done_one = 1;
1571 head->enemy = op; 1544 head->enemy = op;
1572 } 1545 }
1573 1546
1574 /* calm monsters */ 1547 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 { 1549 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1551 head->enemy = NULL;
1579 done_one = 1; 1552 done_one = 1;
1580 } 1553 }
1581 1554
1582 /* berserk monsters */ 1555 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 { 1557 {
1585 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1; 1559 done_one = 1;
1587 } 1560 }
1588 1561
1589 /* charm */ 1562 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591 { 1564 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1566
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op); 1571 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1573 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1602 done_one = 1; 1575 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0; 1577 head->stats.exp = 0;
1605 } 1578 }
1606 1579
1607 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 } /* for y */ 1583 }
1611 1584
1612 return 1; 1585 return 1;
1613} 1586}
1614
1615 1587
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1591 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1646 { 1618 {
1647 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1649 */ 1621 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1653 1624
1654 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1657 { 1628 {
1658 dir = tmpdir; 1629 dir = tmpdir;
1659 break; 1630 break;
1660 } 1631 }
1661 } 1632 }
1633
1662 if (dir == 0) 1634 if (dir == 0)
1663 { 1635 {
1664 nx = op->x; 1636 nx = op->x;
1665 ny = op->y; 1637 ny = op->y;
1666 m = op->map; 1638 m = op->map;
1934 } 1906 }
1935 1907
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 1909
1938 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1911 tmp->set_glow_radius (
1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1913 );
1940 1914
1941 if (dir) 1915 if (dir)
1942 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1943 else 1917 else
1944 caster->outer_env ()->insert (tmp); 1918 caster->outer_env_or_self ()->insert (tmp);
1945 1919
1946 return 1; 1920 return 1;
1947} 1921}
1948 1922
1949/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines