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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 1.88 by root, Mon Oct 12 14:00:59 2009 UTC vs.
Revision 1.90 by root, Fri Nov 6 13:03:34 2009 UTC

37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42void 42static void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 int weight_move; 45 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 47
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113void 113static void
114forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
115{ 115{
116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
118 maptile *m; 118 maptile *m;
389 389
390/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
391 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
392 * explode. 392 * explode.
393 */ 393 */
394void 394static void
395explode_bullet (object *op) 395explode_bullet (object *op)
396{ 396{
397 object *tmp, *owner; 397 object *tmp, *owner;
398 398
399 if (!op->other_arch) 399 if (!op->other_arch)
687 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
688 * 688 *
689 *****************************************************************************/ 689 *****************************************************************************/
690 690
691/* 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" */
692void 692static void
693cone_drop (object *op) 693cone_drop (object *op)
694{ 694{
695 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
696 696
697 new_ob->level = op->level; 697 new_ob->level = op->level;
1047 * dir is the direction to look in. 1047 * dir is the direction to look in.
1048 * range is how far out to look. 1048 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1051 */ 1051 */
1052object * 1052static object *
1053get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1054{ 1054{
1055 object *target; 1055 object *target;
1056 sint16 x, y; 1056 sint16 x, y;
1057 int dist, mflags; 1057 int dist, mflags;
1244 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1245 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1246 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1247 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1248 */ 1248 */
1249int 1249static int
1250make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1251{ 1251{
1252 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1253 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1254 return 0; 1254 return 0;

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