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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 1.44 by root, Sun Jul 22 14:17:58 2007 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC

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 */
351void 351void
352explosion (object *op) 352explosion (object *op)
353{ 353{
483 483
484 /* Prevent recursion */ 484 /* Prevent recursion */
485 op->move_on = 0; 485 op->move_on = 0;
486 486
487 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
488 /* remove the firebullet */ 490 /* remove the firebullet */
489 op->destroy (); 491 op->destroy ();
490} 492}
491 493
492/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
1171 /* ok, tell it where to be, and insert! */ 1173 /* ok, tell it where to be, and insert! */
1172 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1173 1175
1174 return 1; 1176 return 1;
1175} 1177}
1176
1177 1178
1178/**************************************************************************** 1179/****************************************************************************
1179 * 1180 *
1180 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1181 * 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
1372 { 1373 {
1373 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.");
1374 return 0; 1375 return 0;
1375 } 1376 }
1376 1377
1378 tmp = tmp->head_ ();
1379
1377 /* 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. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1379 { 1382 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1384 {
1382 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1383 { 1386 {
1389 return 0; 1392 return 0;
1390 } 1393 }
1391 } 1394 }
1392 } 1395 }
1393 1396
1394 if (force == NULL) 1397 if (!force)
1395 { 1398 {
1396 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1398 if (spell_ob->race) 1402 if (spell_ob->race)
1399 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1400 else 1404 else
1401 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1402 1406
1412 { 1416 {
1413 force->duration = duration; 1417 force->duration = duration;
1414 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.");
1415 } 1419 }
1416 else 1420 else
1417 {
1418 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.");
1419 } 1422
1420 return 1; 1423 return 1;
1421 } 1424 }
1425
1422 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;
1423 force->speed = 1.f; 1427 force->speed = 1.f;
1424 force->speed_left = -1.f; 1428 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1426 1430
1957 1961
1958 m->insert (tmp, x, y, op); 1962 m->insert (tmp, x, y, op);
1959 return 1; 1963 return 1;
1960} 1964}
1961 1965
1962
1963
1964
1965/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1967 * player and infects someone.
1967 * 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
1968 * 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
1969 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1970 */ 1971 */
1971
1972int 1972int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1974{
1975 sint16 x, y; 1975 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1983 /* 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
1984 * direction the player is pointing. 1984 * direction the player is pointing.
1985 */ 1985 */
1986 if (!dir) 1986 if (!dir)
1987 dir = op->facing; 1987 dir = op->facing;
1988
1988 if (!dir) 1989 if (!dir)
1989 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 */
1990 1991
1991 /* Calculate these once here */ 1992 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2026 /* do level adjustments */ 2027 /* do level adjustments */
2027 if (disease->stats.wc) 2028 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2029 2030
2030 if (disease->magic > 0) 2031 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2032 2033
2033 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2035 2036
2036 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)

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