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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.91 by root, Sun Jan 11 00:31:52 2009 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
368 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
369 370
370 return dir; 371 return dir;
371} 372}
372 373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
390}
391
373/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
374 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
375 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
376 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
377 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
378 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
379 *
380 */ 398 */
381int 399int
382ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
383{ 401{
384 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
387 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
388 ms.update (); 406 ms.update ();
389 407
390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
391 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
392 412
393 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
394 { 414 {
395 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
396 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
415 // (and those shouldn't go away from 435 // (and those shouldn't go away from
416 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
417 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
418 return 0; 438 return 0;
419 439
420 /* This is to prevent 'out of control' spells. Basically, this
421 * limits one spell effect per space per spell. This is definately
422 * needed for performance reasons, and just for playability I believe.
423 * there are no such things as multispaced spells right now, so
424 * we don't need to worry about the head.
425 */
426 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
427 return 0;
428
429 /*
430 * Combine similar spell effects into one spell effect. Needed for
431 * performance reasons with meteor swarm and the like, but also for
432 * playability reasons.
433 */
434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
435 && tmp->type == op->type 440 if (tmp->type == op->type)
436 && tmp->subtype == op->subtype
437 && tmp->owner == op->owner
438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
439 { 441 {
440 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
441 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
442 tmp->duration = MAX (tmp->duration, op->duration); 444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
443 return 0; 474 return 0;
444 } 475 }
445 476
446 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
447 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
448 */ 479 */
607 638
608/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
609 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
610 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
611 */ 642 */
612void 643static void
613put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
614{ 645{
615 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
616 archetype *at; 647 archetype *at;
617 int dir; 648 int dir;
673 * Note that this is not used by any spells (summon evil monsters 704 * Note that this is not used by any spells (summon evil monsters
674 * use to call this, but best I can tell, that spell/ability was 705 * use to call this, but best I can tell, that spell/ability was
675 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
676 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
677 */ 708 */
678
679int 709int
680summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
681{ 711{
682 int i; 712 int i;
683 713
754 * at casting a prayer. 784 * at casting a prayer.
755 * op is the player. 785 * op is the player.
756 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
757 * power is how much grace the spell would normally take to cast. 787 * power is how much grace the spell would normally take to cast.
758 */ 788 */
759void 789static void
760prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
761{ 791{
762 const char *godname; 792 const char *godname;
763 object *tmp; 793 object *tmp;
764 794
857 tmp->insert_at (op); 887 tmp->insert_at (op);
858 } 888 }
859 } 889 }
860} 890}
861 891
862int 892static int
863cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
864{ 894{
865 int success;
866 object *spell;
867
868 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
869 { 896 {
870 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
871 return 0; 898 return 0;
872 } 899 }
873 900
874 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
875 902
876 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
877 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
878 905
879 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
880 { 907 {
881 spell->remove (); 908 spell->remove ();
882 return success; 909 return success;
883 } 910 }
884 911
885 for_all_players (pl) 912 for_all_players (pl)
886 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
887 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
888 917
889 spell->remove (); 918 spell->remove ();
890 return success; 919 return success;
891} 920}
892 921
898 * same as op. 927 * same as op.
899 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
900 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
901 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
902 * we can determine what to do. 931 * we can determine what to do.
903 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
904 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
905 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
906 * etc. 935 * etc.
907 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
908 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
916 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
917 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
918 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
919 */ 948 */
920int 949int
921cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
922{ 951{
923 const char *godname; 952 const char *godname;
924 int success = 0; 953 int success = 0;
925 object *skill = NULL; 954 object *skill = NULL;
926 955
1133 } 1162 }
1134 1163
1135 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1136 } 1165 }
1137 1166
1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1139 return RESULT_INT (0); 1168 return RESULT_INT (0);
1140 1169
1141 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1142 { 1171 {
1143 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1144 * in in spells.h. 1173 * in spells.h.
1145 */ 1174 */
1146 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1148 break; 1177 break;
1149 1178
1150 case SP_RUNE: 1179 case SP_RUNE:
1151 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1152 break; 1181 break;
1153 1182
1154 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1155 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1156 break; 1185 break;
1157 1186
1158 case SP_BOLT: 1187 case SP_BOLT:
1159 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1160 break; 1189 break;
1189 1218
1190 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1191 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1192 * moved. 1221 * moved.
1193 */ 1222 */
1194 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1195 break; 1224 break;
1196 1225
1197 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1198 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1199 { 1228 {
1232 case SP_HEALING: 1261 case SP_HEALING:
1233 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1234 break; 1263 break;
1235 1264
1236 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1237 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1238 break; 1267 break;
1239 1268
1240 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1241 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1242 break; 1271 break;
1252 case SP_CURSE: 1281 case SP_CURSE:
1253 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1254 break; 1283 break;
1255 1284
1256 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1257 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1258 break; 1287 break;
1259 1288
1260 case SP_CHARGING: 1289 case SP_CHARGING:
1261 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1262 break; 1291 break;
1316 /* in rune.c */ 1345 /* in rune.c */
1317 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1318 break; 1347 break;
1319 1348
1320 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1321 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1322 break; 1351 break;
1323 1352
1324 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1325 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1326 break; 1355 break;
1348 case SP_AURA: 1377 case SP_AURA:
1349 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1350 break; 1379 break;
1351 1380
1352 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1354 break; 1383 break;
1355 1384
1356 default: 1385 default:
1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1358 } 1387 }
1420} 1449}
1421 1450
1422/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1423 * something runs into the object. 1452 * something runs into the object.
1424 */ 1453 */
1425void 1454static void
1426check_spell_effect (object *op) 1455check_spell_effect (object *op)
1427{ 1456{
1428 switch (op->subtype) 1457 switch (op->subtype)
1429 { 1458 {
1430 case SP_BOLT: 1459 case SP_BOLT:
1468 1497
1469 break; 1498 break;
1470 } 1499 }
1471} 1500}
1472 1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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