1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
1300 | return 0; |
1300 | return 0; |
1301 | } |
1301 | } |
1302 | return 1; |
1302 | return 1; |
1303 | } |
1303 | } |
1304 | |
1304 | |
1305 | |
|
|
1306 | |
|
|
1307 | |
|
|
1308 | int |
1305 | int |
1309 | cast_destruction (object *op, object *caster, object *spell_ob) |
1306 | cast_destruction (object *op, object *caster, object *spell_ob) |
1310 | { |
1307 | { |
1311 | int i, j, range, mflags, friendly = 0, dam, dur; |
1308 | int i, j, range, mflags, friendly = 0, dam, dur; |
1312 | sint16 sx, sy; |
1309 | sint16 sx, sy; |
… | |
… | |
1332 | else if (caster->skill) |
1329 | else if (caster->skill) |
1333 | op->skill = caster->skill; |
1330 | op->skill = caster->skill; |
1334 | else |
1331 | else |
1335 | op->skill = NULL; |
1332 | op->skill = NULL; |
1336 | |
1333 | |
1337 | change_skill (op, find_skill_by_name (op, op->skill), 1); |
1334 | op->change_skill (find_skill_by_name (op, op->skill)); |
1338 | |
1335 | |
1339 | for (i = -range; i < range; i++) |
1336 | for (i = -range; i < range; i++) |
1340 | { |
1337 | { |
1341 | for (j = -range; j < range; j++) |
1338 | for (j = -range; j < range; j++) |
1342 | { |
1339 | { |
… | |
… | |
1577 | at -= level / 5; |
1574 | at -= level / 5; |
1578 | if (did_make_save (head, head->level, at)) |
1575 | if (did_make_save (head, head->level, at)) |
1579 | continue; |
1576 | continue; |
1580 | } |
1577 | } |
1581 | else /* spell->attacktype */ |
1578 | else /* spell->attacktype */ |
1582 | /* |
|
|
1583 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1584 | * if spell level < monster level, no go |
|
|
1585 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1586 | |
|
|
1587 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1588 | |
|
|
1589 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1590 | charm a level 125 monster... |
|
|
1591 | |
|
|
1592 | Ryo, august 14th |
|
|
1593 | */ |
|
|
1594 | { |
1579 | { |
|
|
1580 | /* |
|
|
1581 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1582 | * if spell level < monster level, no go |
|
|
1583 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1584 | |
|
|
1585 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1586 | |
|
|
1587 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1588 | charm a level 125 monster... |
|
|
1589 | |
|
|
1590 | Ryo, august 14th |
|
|
1591 | */ |
1595 | if (head->level > level) |
1592 | if (head->level > level) |
1596 | continue; |
1593 | continue; |
|
|
1594 | |
1597 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1595 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1598 | /* Failed, no effect */ |
1596 | /* Failed, no effect */ |
1599 | continue; |
1597 | continue; |
1600 | } |
1598 | } |
1601 | |
1599 | |