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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 1.33 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 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 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
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
618int 614int
619fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_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 */
943void 938void
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
1053object * 1047object *
1054get_pointed_target (object *op, int dir, int range, int type) 1048get_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
1300 return 0; 1288 return 0;
1301 } 1289 }
1302 return 1; 1290 return 1;
1303} 1291}
1304 1292
1305
1306
1307
1308int 1293int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1295{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy; 1297 sint16 sx, sy;
1332 else if (caster->skill) 1317 else if (caster->skill)
1333 op->skill = caster->skill; 1318 op->skill = caster->skill;
1334 else 1319 else
1335 op->skill = NULL; 1320 op->skill = NULL;
1336 1321
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1338 1323
1339 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1340 { 1325 {
1341 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1342 { 1327 {
1577 at -= level / 5; 1562 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1579 continue; 1564 continue;
1580 } 1565 }
1581 else /* spell->attacktype */ 1566 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 { 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 */
1595 if (head->level > level) 1580 if (head->level > level)
1596 continue; 1581 continue;
1582
1597 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))))
1598 /* Failed, no effect */ 1584 /* Failed, no effect */
1599 continue; 1585 continue;
1600 } 1586 }
1601 1587
2101 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2102 { 2088 {
2103 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);
2104 2090
2105 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2093 return 1;
2108 } 2094 }
2109 2095
2110 disease->destroy (); 2096 disease->destroy ();
2111 } 2097 }

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