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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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
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 */
245 else 244 else
246 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 246 object *tmp = op->clone ();
248 247
249 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
251 /* 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 */
252 tmp->duration++; 251 tmp->duration++;
253 252
254 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 254 * going off in other directions.
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
380 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))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
612 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 609 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
615 * pointers. 611 * pointers.
616 */ 612 */
617
618int 613int
619fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 615{
621 object *tmp = NULL; 616 object *tmp = NULL;
622 int mflags; 617 int mflags;
820 815
821 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 818 * insert it into is blocked.
824 */ 819 */
825 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
826 821
827 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
828 { 823 {
829 sint16 x, y, d; 824 sint16 x, y, d;
830 825
909 else 904 else
910 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
911 } 906 }
912 907
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 910
916 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 913
919 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
920 915
921 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 917 * a single space too many times.
933/**************************************************************************** 928/****************************************************************************
934 * 929 *
935 * BOMB related code 930 * BOMB related code
936 * 931 *
937 ****************************************************************************/ 932 ****************************************************************************/
938
939 933
940/* This handles an exploding bomb. 934/* This handles an exploding bomb.
941 * op is the original bomb object. 935 * op is the original bomb object.
942 */ 936 */
943void 937void
1047 * dir is the direction to look in. 1041 * dir is the direction to look in.
1048 * range is how far out to look. 1042 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1051 */ 1045 */
1052
1053object * 1046object *
1054get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1055{ 1048{
1056 object *target; 1049 object *target;
1057 sint16 x, y; 1050 sint16 x, y;
1076 return NULL; 1069 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1071 return NULL;
1079 1072
1080 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1076 return target;
1087 }
1088 }
1089 }
1090 } 1077 }
1078
1091 return NULL; 1079 return NULL;
1092} 1080}
1093
1094 1081
1095/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1097 * usual params - 1084 * usual params -
1098 * op = player 1085 * op = player
1300 return 0; 1287 return 0;
1301 } 1288 }
1302 return 1; 1289 return 1;
1303} 1290}
1304 1291
1305
1306
1307
1308int 1292int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1293cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1294{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1295 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy; 1296 sint16 sx, sy;
1332 else if (caster->skill) 1316 else if (caster->skill)
1333 op->skill = caster->skill; 1317 op->skill = caster->skill;
1334 else 1318 else
1335 op->skill = NULL; 1319 op->skill = NULL;
1336 1320
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1321 op->change_skill (find_skill_by_name (op, op->skill));
1338 1322
1339 for (i = -range; i < range; i++) 1323 for (i = -range; i < range; i++)
1340 { 1324 {
1341 for (j = -range; j < range; j++) 1325 for (j = -range; j < range; j++)
1342 { 1326 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1431 }
1448 return 1; 1432 return 1;
1449 } 1433 }
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.0; 1435 force->speed = 1.f;
1452 force->speed_left = -1.0; 1436 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1437 SET_FLAG (force, FLAG_APPLIED);
1454 1438
1455 if (god) 1439 if (god)
1456 { 1440 {
1457 if (spell_ob->last_grace) 1441 if (spell_ob->last_grace)
1577 at -= level / 5; 1561 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1562 if (did_make_save (head, head->level, at))
1579 continue; 1563 continue;
1580 } 1564 }
1581 else /* spell->attacktype */ 1565 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 { 1566 {
1567 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571
1572 The chance will then be in the range [20-70] percent, not too bad.
1573
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster...
1576
1577 Ryo, august 14th
1578 */
1595 if (head->level > level) 1579 if (head->level > level)
1596 continue; 1580 continue;
1581
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1583 /* Failed, no effect */
1599 continue; 1584 continue;
1600 } 1585 }
1601 1586
2101 if (infect_object (walk, disease, 1)) 2086 if (infect_object (walk, disease, 1))
2102 { 2087 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2089
2105 disease->destroy (); /* don't need this one anymore */ 2090 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2092 return 1;
2108 } 2093 }
2109 2094
2110 disease->destroy (); 2095 disease->destroy ();
2111 } 2096 }

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