--- deliantra/server/server/spell_attack.C 2007/05/17 20:27:02 1.35 +++ deliantra/server/server/spell_attack.C 2007/07/05 08:10:30 1.43 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify + * Crossfire TRT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or + * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* This file contains all the spell attack code. Grouping this code @@ -339,8 +338,6 @@ return 1; } - - /*************************************************************************** * * BULLET/BALL CODE @@ -392,7 +389,6 @@ } } - /* Causes an object to explode, eg, a firebullet, * poison cloud ball, etc. op is the object to * explode. @@ -614,7 +610,6 @@ * This function sets up the appropriate owner and skill * pointers. */ - int fire_bullet (object *op, object *caster, int dir, object *spob) { @@ -822,7 +817,7 @@ * to create is, so we can know if the space we are about to * insert it into is blocked. */ - movetype = spell->other_arch->clone.move_type; + movetype = spell->other_arch->move_type; for (i = range_min; i <= range_max; i++) { @@ -911,10 +906,10 @@ } if (!(tmp->move_type & MOVE_FLY_LOW)) - LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); + LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname); if (!tmp->move_on && tmp->stats.dam) - LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); + LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname); m->insert (tmp, sx, sy, op); @@ -936,7 +931,6 @@ * ****************************************************************************/ - /* This handles an exploding bomb. * op is the original bomb object. */ @@ -1049,7 +1043,6 @@ * type is the type of spell - either SPELL_MANA or SPELL_GRACE. * this info is used for blocked magic/unholy spaces. */ - object * get_pointed_target (object *op, int dir, int range, int type) { @@ -1078,20 +1071,14 @@ return NULL; if (mflags & P_IS_ALIVE) - { - for (target = GET_MAP_OB (mp, x, y); target; target = target->above) - { - if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) - { - return target; - } - } - } + for (target = GET_MAP_OB (mp, x, y); target; target = target->above) + if (QUERY_FLAG (target, FLAG_MONSTER)) + return target; } + return NULL; } - /* cast_smite_arch() - the priest points to a creature and causes * a 'godly curse' to decend. * usual params - @@ -1268,17 +1255,14 @@ * make this work for non-living objects, we would have to * give them the capability to have an inventory. b.t. */ - int make_object_glow (object *op, int radius, int time) { - object *tmp; - /* some things are unaffected... */ if (op->path_denied & PATH_LIGHT) return 0; - tmp = get_archetype (FORCE_NAME); + object *tmp = get_archetype (FORCE_NAME); tmp->speed = 0.01; tmp->stats.food = time; SET_FLAG (tmp, FLAG_IS_USED_UP); @@ -1286,19 +1270,11 @@ if (tmp->glow_radius > MAX_LIGHT_RADII) tmp->glow_radius = MAX_LIGHT_RADII; - tmp->x = op->x; - tmp->y = op->y; - if (tmp->speed < MIN_ACTIVE_SPEED) - tmp->speed = MIN_ACTIVE_SPEED; /* safety */ tmp = insert_ob_in_ob (tmp, op); + if (tmp->glow_radius > op->glow_radius) op->glow_radius = tmp->glow_radius; - if (!tmp->env || op != tmp->env) - { - LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); - return 0; - } return 1; } @@ -1576,21 +1552,22 @@ continue; } else /* spell->attacktype */ - /* - Spell has no attacktype (charm & such), so we'll have a specific saving: - * if spell level < monster level, no go - * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) + { + /* + Spell has no attacktype (charm & such), so we'll have a specific saving: + * if spell level < monster level, no go + * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) - The chance will then be in the range [20-70] percent, not too bad. + The chance will then be in the range [20-70] percent, not too bad. - This is required to fix the 'charm monster' abuse, where a player level 1 can - charm a level 125 monster... + This is required to fix the 'charm monster' abuse, where a player level 1 can + charm a level 125 monster... - Ryo, august 14th - */ - { + Ryo, august 14th + */ if (head->level > level) continue; + if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) /* Failed, no effect */ continue; @@ -2100,7 +2077,7 @@ new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); disease->destroy (); /* don't need this one anymore */ - walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); + walk->map->insert (get_archetype ("detect_magic"), x, y, op); return 1; }