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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 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.37 by root, Mon May 28 21:28:36 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
145 145
146 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
152 new_bolt->duration++; 152 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
245 else 245 else
246 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 247 object *tmp = op->clone ();
248 248
249 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 252 tmp->duration++;
253 253
254 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 255 * going off in other directions.
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 381 {
382 object *tmp = op->clone (); 382 object *tmp = op->clone ();
383 383
384 tmp->state = 0; 384 tmp->state = 0;
385 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21f;
386 tmp->range--; 386 tmp->range--;
387 tmp->value = 0; 387 tmp->value = 0;
388 388
389 m->insert (tmp, dx, dy, op); 389 m->insert (tmp, dx, dy, op);
390 } 390 }
518 518
519 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 604 }
605 else 605 else
606 check_bullet (op); 606 check_bullet (op);
607} 607}
608 608
609
610
611
612/* fire_bullet 609/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 613 * spob->attacktype.
683 check_bullet (tmp); 680 check_bullet (tmp);
684 681
685 return 1; 682 return 1;
686} 683}
687 684
688
689
690
691/***************************************************************************** 685/*****************************************************************************
692 * 686 *
693 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
694 * 688 *
695 *****************************************************************************/ 689 *****************************************************************************/
696
697 690
698/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
699void 692void
700cone_drop (object *op) 693cone_drop (object *op)
701{ 694{
1307 return 0; 1300 return 0;
1308 } 1301 }
1309 return 1; 1302 return 1;
1310} 1303}
1311 1304
1312
1313
1314
1315int 1305int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1307{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy; 1309 sint16 sx, sy;
1339 else if (caster->skill) 1329 else if (caster->skill)
1340 op->skill = caster->skill; 1330 op->skill = caster->skill;
1341 else 1331 else
1342 op->skill = NULL; 1332 op->skill = NULL;
1343 1333
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1345 1335
1346 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1347 { 1337 {
1348 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1349 { 1339 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1444 }
1455 return 1; 1445 return 1;
1456 } 1446 }
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1448 force->speed = 1.f;
1459 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1461 1451
1462 if (god) 1452 if (god)
1463 { 1453 {
1464 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1584 at -= level / 5; 1574 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1586 continue; 1576 continue;
1587 } 1577 }
1588 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1589 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593
1594 The chance will then be in the range [20-70] percent, not too bad.
1595
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster...
1598
1599 Ryo, august 14th
1600 */
1601 { 1579 {
1580 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584
1585 The chance will then be in the range [20-70] percent, not too bad.
1586
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster...
1589
1590 Ryo, august 14th
1591 */
1602 if (head->level > level) 1592 if (head->level > level)
1603 continue; 1593 continue;
1594
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1596 /* Failed, no effect */
1606 continue; 1597 continue;
1607 } 1598 }
1608 1599
1610 1601
1611 /* aggravation */ 1602 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1604 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1606 remove_friendly_object (head);
1617
1618 done_one = 1; 1607 done_one = 1;
1619 head->enemy = op; 1608 head->enemy = op;
1620 } 1609 }
1621 1610
1622 /* calm monsters */ 1611 /* calm monsters */
1807#if 0 1796#if 0
1808 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1800 // space.
1812 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1813 // (schmorp) 1802 // (schmorp)
1814 1803
1815 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1816 * more uniform 1805 * more uniform
1817 */ 1806 */

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