1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 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 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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 |
… | |
… | |
343 | * BULLET/BALL CODE |
343 | * BULLET/BALL CODE |
344 | * |
344 | * |
345 | ***************************************************************************/ |
345 | ***************************************************************************/ |
346 | |
346 | |
347 | /* expands an explosion. op is a piece of the |
347 | /* expands an explosion. op is a piece of the |
348 | * explosion - this expans it in the different directions. |
348 | * explosion - this expands it in the different directions. |
349 | * At least that is what I think this does. |
349 | * At least that is what I think this does. |
350 | */ |
350 | */ |
351 | void |
351 | void |
352 | explosion (object *op) |
352 | explosion (object *op) |
353 | { |
353 | { |
… | |
… | |
1173 | /* ok, tell it where to be, and insert! */ |
1173 | /* ok, tell it where to be, and insert! */ |
1174 | effect->insert_at (target, op); |
1174 | effect->insert_at (target, op); |
1175 | |
1175 | |
1176 | return 1; |
1176 | return 1; |
1177 | } |
1177 | } |
1178 | |
|
|
1179 | |
1178 | |
1180 | /**************************************************************************** |
1179 | /**************************************************************************** |
1181 | * |
1180 | * |
1182 | * MAGIC MISSILE code. |
1181 | * MAGIC MISSILE code. |
1183 | * 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 |
… | |
… | |
1374 | { |
1373 | { |
1375 | 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."); |
1376 | return 0; |
1375 | return 0; |
1377 | } |
1376 | } |
1378 | |
1377 | |
|
|
1378 | tmp = tmp->head_ (); |
|
|
1379 | |
1379 | /* 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. */ |
1380 | for (force = tmp->inv; force != NULL; force = force->below) |
1381 | for (force = tmp->inv; force; force = force->below) |
1381 | { |
1382 | { |
1382 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1383 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1383 | { |
1384 | { |
1384 | if (force->name == spell_ob->name) |
1385 | if (force->name == spell_ob->name) |
1385 | { |
1386 | { |
… | |
… | |
1391 | return 0; |
1392 | return 0; |
1392 | } |
1393 | } |
1393 | } |
1394 | } |
1394 | } |
1395 | } |
1395 | |
1396 | |
1396 | if (force == NULL) |
1397 | if (!force) |
1397 | { |
1398 | { |
1398 | force = get_archetype (FORCE_NAME); |
1399 | force = get_archetype (FORCE_NAME); |
1399 | force->subtype = FORCE_CHANGE_ABILITY; |
1400 | force->subtype = FORCE_CHANGE_ABILITY; |
|
|
1401 | |
1400 | if (spell_ob->race) |
1402 | if (spell_ob->race) |
1401 | force->name = spell_ob->race; |
1403 | force->name = spell_ob->race; |
1402 | else |
1404 | else |
1403 | force->name = spell_ob->name; |
1405 | force->name = spell_ob->name; |
1404 | |
1406 | |
… | |
… | |
1414 | { |
1416 | { |
1415 | force->duration = duration; |
1417 | force->duration = duration; |
1416 | 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."); |
1417 | } |
1419 | } |
1418 | else |
1420 | else |
1419 | { |
|
|
1420 | 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."); |
1421 | } |
1422 | |
1422 | return 1; |
1423 | return 1; |
1423 | } |
1424 | } |
|
|
1425 | |
1424 | 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; |
1425 | force->speed = 1.f; |
1427 | force->speed = 1.f; |
1426 | force->speed_left = -1.f; |
1428 | force->speed_left = -1.f; |
1427 | SET_FLAG (force, FLAG_APPLIED); |
1429 | SET_FLAG (force, FLAG_APPLIED); |
1428 | |
1430 | |
… | |
… | |
1959 | |
1961 | |
1960 | m->insert (tmp, x, y, op); |
1962 | m->insert (tmp, x, y, op); |
1961 | return 1; |
1963 | return 1; |
1962 | } |
1964 | } |
1963 | |
1965 | |
1964 | |
|
|
1965 | |
|
|
1966 | |
|
|
1967 | /* cast_cause_disease: this spell looks along <dir> from the |
1966 | /* cast_cause_disease: this spell looks along <dir> from the |
1968 | * player and infects someone. |
1967 | * player and infects someone. |
1969 | * 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 |
1970 | * 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 |
1971 | * perhaps this should actually be in disease.c? |
1970 | * perhaps this should actually be in disease.c? |
1972 | */ |
1971 | */ |
1973 | |
|
|
1974 | int |
1972 | int |
1975 | cast_cause_disease (object *op, object *caster, object *spell, int dir) |
1973 | cast_cause_disease (object *op, object *caster, object *spell, int dir) |
1976 | { |
1974 | { |
1977 | sint16 x, y; |
1975 | sint16 x, y; |
1978 | int i, mflags, range, dam_mod, dur_mod; |
1976 | int i, mflags, range, dam_mod, dur_mod; |
… | |
… | |
1985 | /* 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 |
1986 | * direction the player is pointing. |
1984 | * direction the player is pointing. |
1987 | */ |
1985 | */ |
1988 | if (!dir) |
1986 | if (!dir) |
1989 | dir = op->facing; |
1987 | dir = op->facing; |
|
|
1988 | |
1990 | if (!dir) |
1989 | if (!dir) |
1991 | 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 */ |
1992 | |
1991 | |
1993 | /* Calculate these once here */ |
1992 | /* Calculate these once here */ |
1994 | range = spell->range + SP_level_range_adjust (caster, spell); |
1993 | range = spell->range + SP_level_range_adjust (caster, spell); |
… | |
… | |
2028 | /* do level adjustments */ |
2027 | /* do level adjustments */ |
2029 | if (disease->stats.wc) |
2028 | if (disease->stats.wc) |
2030 | disease->stats.wc += dur_mod / 2; |
2029 | disease->stats.wc += dur_mod / 2; |
2031 | |
2030 | |
2032 | if (disease->magic > 0) |
2031 | if (disease->magic > 0) |
2033 | disease->magic += dur_mod / 4; |
2032 | disease->magic += dur_mod / 8; |
2034 | |
2033 | |
2035 | if (disease->stats.maxhp > 0) |
2034 | if (disease->stats.maxhp > 0) |
2036 | disease->stats.maxhp += dur_mod; |
2035 | disease->stats.maxhp += dur_mod; |
2037 | |
2036 | |
2038 | if (disease->stats.maxgrace > 0) |
2037 | if (disease->stats.maxgrace > 0) |