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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.137 by root, Sat Apr 23 04:56:57 2011 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
77 wand->destroy (); 77 wand->destroy ();
78 object *tmp = get_archetype (shstr_fireball); 78 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
389 389
390 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
391 * and if statement or two. 391 * and if statement or two.
392 */ 392 */
393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
394 /* max duration */ 395 /* limit duration */
395 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
396 op->invisible = 1000;
397 397
398 if (op->type == PLAYER) 398 if (op->type == PLAYER)
399 { 399 {
400 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
401 401
485 { 485 {
486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
487 return 1; 487 return 1;
488 } 488 }
489 489
490 object *dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
491 491
492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob)); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
493 493
494 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
495 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
1072 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op, 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>", 1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration)); 1075 TICK2TIME (duration));
1076 1076
1077 force = get_archetype (FORCE_NAME); 1077 force = archetype::get (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY; 1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration; 1079 force->duration = duration;
1080 1080
1081 if (spell_ob->race) 1081 if (spell_ob->race)
1082 force->name = spell_ob->race; 1082 force->name = spell_ob->race;
1186 } 1186 }
1187 } 1187 }
1188 1188
1189 if (force == NULL) 1189 if (force == NULL)
1190 { 1190 {
1191 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1192 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1193 if (spell_ob->race) 1193 if (spell_ob->race)
1194 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1195 else 1195 else
1196 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1511 1511
1512int 1512int
1513cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1514{ 1514{
1515 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1516 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1517 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1518 maptile *m; 1518 maptile *m;
1519 1519
1520 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1521 * doing it over and over again. 1521 * doing it over and over again.
2109 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2110 2110
2111 if (a > 14) 2111 if (a > 14)
2112 a = 14; 2112 a = 14;
2113 2113
2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2115 2115
2116 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2118 2118
2119 if (!spell->race) 2119 if (!spell->race)
2120 { 2120 {
2121 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2122 tmp->name = buf; 2122 tmp->name = buf;

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