1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * 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 along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* This file contains all the spell attack code. Grouping this code |
25 | /* This file contains all the spell attack code. Grouping this code |
26 | * together should hopefully make it easier to find the relevent bits |
26 | * together should hopefully make it easier to find the relevent bits |
27 | * of code |
27 | * of code |
… | |
… | |
337 | move_bolt (tmp); |
337 | move_bolt (tmp); |
338 | |
338 | |
339 | return 1; |
339 | return 1; |
340 | } |
340 | } |
341 | |
341 | |
342 | |
|
|
343 | |
|
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344 | /*************************************************************************** |
342 | /*************************************************************************** |
345 | * |
343 | * |
346 | * BULLET/BALL CODE |
344 | * BULLET/BALL CODE |
347 | * |
345 | * |
348 | ***************************************************************************/ |
346 | ***************************************************************************/ |
… | |
… | |
389 | m->insert (tmp, dx, dy, op); |
387 | m->insert (tmp, dx, dy, op); |
390 | } |
388 | } |
391 | } |
389 | } |
392 | } |
390 | } |
393 | } |
391 | } |
394 | |
|
|
395 | |
392 | |
396 | /* Causes an object to explode, eg, a firebullet, |
393 | /* Causes an object to explode, eg, a firebullet, |
397 | * poison cloud ball, etc. op is the object to |
394 | * poison cloud ball, etc. op is the object to |
398 | * explode. |
395 | * explode. |
399 | */ |
396 | */ |
… | |
… | |
612 | * we remove the magic flag - that can be derived from |
609 | * we remove the magic flag - that can be derived from |
613 | * spob->attacktype. |
610 | * spob->attacktype. |
614 | * This function sets up the appropriate owner and skill |
611 | * This function sets up the appropriate owner and skill |
615 | * pointers. |
612 | * pointers. |
616 | */ |
613 | */ |
617 | |
|
|
618 | int |
614 | int |
619 | fire_bullet (object *op, object *caster, int dir, object *spob) |
615 | fire_bullet (object *op, object *caster, int dir, object *spob) |
620 | { |
616 | { |
621 | object *tmp = NULL; |
617 | object *tmp = NULL; |
622 | int mflags; |
618 | int mflags; |
… | |
… | |
820 | |
816 | |
821 | /* Need to know what the movetype of the object we are about |
817 | /* 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 |
818 | * to create is, so we can know if the space we are about to |
823 | * insert it into is blocked. |
819 | * insert it into is blocked. |
824 | */ |
820 | */ |
825 | movetype = spell->other_arch->clone.move_type; |
821 | movetype = spell->other_arch->move_type; |
826 | |
822 | |
827 | for (i = range_min; i <= range_max; i++) |
823 | for (i = range_min; i <= range_max; i++) |
828 | { |
824 | { |
829 | sint16 x, y, d; |
825 | sint16 x, y, d; |
830 | |
826 | |
… | |
… | |
909 | else |
905 | else |
910 | tmp->duration += caster->level / 3; |
906 | tmp->duration += caster->level / 3; |
911 | } |
907 | } |
912 | |
908 | |
913 | if (!(tmp->move_type & MOVE_FLY_LOW)) |
909 | if (!(tmp->move_type & MOVE_FLY_LOW)) |
914 | LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); |
910 | LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname); |
915 | |
911 | |
916 | if (!tmp->move_on && tmp->stats.dam) |
912 | 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); |
913 | LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname); |
918 | |
914 | |
919 | m->insert (tmp, sx, sy, op); |
915 | m->insert (tmp, sx, sy, op); |
920 | |
916 | |
921 | /* This is used for tracking spells so that one effect doesn't hit |
917 | /* This is used for tracking spells so that one effect doesn't hit |
922 | * a single space too many times. |
918 | * a single space too many times. |
… | |
… | |
933 | /**************************************************************************** |
929 | /**************************************************************************** |
934 | * |
930 | * |
935 | * BOMB related code |
931 | * BOMB related code |
936 | * |
932 | * |
937 | ****************************************************************************/ |
933 | ****************************************************************************/ |
938 | |
|
|
939 | |
934 | |
940 | /* This handles an exploding bomb. |
935 | /* This handles an exploding bomb. |
941 | * op is the original bomb object. |
936 | * op is the original bomb object. |
942 | */ |
937 | */ |
943 | void |
938 | void |
… | |
… | |
1047 | * dir is the direction to look in. |
1042 | * dir is the direction to look in. |
1048 | * range is how far out to look. |
1043 | * range is how far out to look. |
1049 | * type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1044 | * type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1050 | * this info is used for blocked magic/unholy spaces. |
1045 | * this info is used for blocked magic/unholy spaces. |
1051 | */ |
1046 | */ |
1052 | |
|
|
1053 | object * |
1047 | object * |
1054 | get_pointed_target (object *op, int dir, int range, int type) |
1048 | get_pointed_target (object *op, int dir, int range, int type) |
1055 | { |
1049 | { |
1056 | object *target; |
1050 | object *target; |
1057 | sint16 x, y; |
1051 | sint16 x, y; |
… | |
… | |
1076 | return NULL; |
1070 | return NULL; |
1077 | if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1071 | if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1078 | return NULL; |
1072 | return NULL; |
1079 | |
1073 | |
1080 | if (mflags & P_IS_ALIVE) |
1074 | if (mflags & P_IS_ALIVE) |
1081 | { |
|
|
1082 | for (target = GET_MAP_OB (mp, x, y); target; target = target->above) |
1075 | for (target = GET_MAP_OB (mp, x, y); target; target = target->above) |
1083 | { |
1076 | if (QUERY_FLAG (target, FLAG_MONSTER)) |
1084 | if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) |
|
|
1085 | { |
|
|
1086 | return target; |
1077 | return target; |
1087 | } |
|
|
1088 | } |
|
|
1089 | } |
|
|
1090 | } |
1078 | } |
|
|
1079 | |
1091 | return NULL; |
1080 | return NULL; |
1092 | } |
1081 | } |
1093 | |
|
|
1094 | |
1082 | |
1095 | /* cast_smite_arch() - the priest points to a creature and causes |
1083 | /* cast_smite_arch() - the priest points to a creature and causes |
1096 | * a 'godly curse' to decend. |
1084 | * a 'godly curse' to decend. |
1097 | * usual params - |
1085 | * usual params - |
1098 | * op = player |
1086 | * op = player |
… | |
… | |
1329 | else if (caster->skill) |
1317 | else if (caster->skill) |
1330 | op->skill = caster->skill; |
1318 | op->skill = caster->skill; |
1331 | else |
1319 | else |
1332 | op->skill = NULL; |
1320 | op->skill = NULL; |
1333 | |
1321 | |
1334 | change_skill (op, find_skill_by_name (op, op->skill), 1); |
1322 | op->change_skill (find_skill_by_name (op, op->skill)); |
1335 | |
1323 | |
1336 | for (i = -range; i < range; i++) |
1324 | for (i = -range; i < range; i++) |
1337 | { |
1325 | { |
1338 | for (j = -range; j < range; j++) |
1326 | for (j = -range; j < range; j++) |
1339 | { |
1327 | { |
… | |
… | |
1574 | at -= level / 5; |
1562 | at -= level / 5; |
1575 | if (did_make_save (head, head->level, at)) |
1563 | if (did_make_save (head, head->level, at)) |
1576 | continue; |
1564 | continue; |
1577 | } |
1565 | } |
1578 | else /* spell->attacktype */ |
1566 | else /* spell->attacktype */ |
1579 | /* |
|
|
1580 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1581 | * if spell level < monster level, no go |
|
|
1582 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1583 | |
|
|
1584 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1585 | |
|
|
1586 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1587 | charm a level 125 monster... |
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|
1588 | |
|
|
1589 | Ryo, august 14th |
|
|
1590 | */ |
|
|
1591 | { |
1567 | { |
|
|
1568 | /* |
|
|
1569 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1570 | * if spell level < monster level, no go |
|
|
1571 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1572 | |
|
|
1573 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1574 | |
|
|
1575 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1576 | charm a level 125 monster... |
|
|
1577 | |
|
|
1578 | Ryo, august 14th |
|
|
1579 | */ |
1592 | if (head->level > level) |
1580 | if (head->level > level) |
1593 | continue; |
1581 | continue; |
|
|
1582 | |
1594 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1583 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1595 | /* Failed, no effect */ |
1584 | /* Failed, no effect */ |
1596 | continue; |
1585 | continue; |
1597 | } |
1586 | } |
1598 | |
1587 | |
… | |
… | |
2098 | if (infect_object (walk, disease, 1)) |
2087 | if (infect_object (walk, disease, 1)) |
2099 | { |
2088 | { |
2100 | new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2089 | new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2101 | |
2090 | |
2102 | disease->destroy (); /* don't need this one anymore */ |
2091 | disease->destroy (); /* don't need this one anymore */ |
2103 | walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); |
2092 | walk->map->insert (get_archetype ("detect_magic"), x, y, op); |
2104 | return 1; |
2093 | return 1; |
2105 | } |
2094 | } |
2106 | |
2095 | |
2107 | disease->destroy (); |
2096 | disease->destroy (); |
2108 | } |
2097 | } |