ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.95 by root, Mon Mar 2 22:25:19 2009 UTC vs.
Revision 1.107 by root, Tue Nov 10 16:29:20 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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>
148 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
149 150
150 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
151 { 152 {
152 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 }
156 else 155 else
157 sp = spell->stats.sp; 156 sp = spell->stats.sp;
158 157
159 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
161 sp = 1; 160 sp = 1;
162 161
163 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
166 }
167 else 164 else
168 grace = spell->stats.grace; 165 grace = spell->stats.grace;
169 166
170 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
172 grace = 1; 169 grace = 1;
173 } 170 }
174 else 171 else
175 { 172 {
181 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
182 grace = 1; 179 grace = 1;
183 } 180 }
184 181
185 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 183 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
188 return grace; 185 return grace;
189 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
190 return sp; 187 return sp;
191 else 188 else
535 ****************************************************************************/ 532 ****************************************************************************/
536void 533void
537regenerate_rod (object *rod) 534regenerate_rod (object *rod)
538{ 535{
539 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
540 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
541} 538}
542 539
543void 540void
544drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
545{ 542{
637 634
638/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
639 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
640 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
641 */ 638 */
642void 639static void
643put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
644{ 641{
645 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
646 archetype *at; 643 archetype *at;
647 int dir; 644 int dir;
783 * at casting a prayer. 780 * at casting a prayer.
784 * op is the player. 781 * op is the player.
785 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
786 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
787 */ 784 */
788void 785static void
789prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
790{ 787{
791 const char *godname; 788 const char *godname;
792 object *tmp; 789 object *tmp;
793 790
886 tmp->insert_at (op); 883 tmp->insert_at (op);
887 } 884 }
888 } 885 }
889} 886}
890 887
891int 888static int
892cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
893{ 890{
894 int success;
895 object *spell;
896
897 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
898 { 892 {
899 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
900 return 0; 894 return 0;
901 } 895 }
902 896
903 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = arch_to_object (spell_ob->other_arch);
904 898
905 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
906 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
907 901
908 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
909 { 903 {
910 spell->remove (); 904 spell->remove ();
911 return success; 905 return success;
912 } 906 }
913 907
914 for_all_players (pl) 908 for_all_players (pl)
915 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
916 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
917 913
918 spell->remove (); 914 spell->remove ();
919 return success; 915 return success;
920} 916}
921 917
927 * same as op. 923 * same as op.
928 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
929 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
930 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
931 * we can determine what to do. 927 * we can determine what to do.
932 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
933 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
934 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
935 * etc. 931 * etc.
936 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
937 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
945 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
946 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
947 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
948 */ 944 */
949int 945int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 947{
952 const char *godname; 948 const char *godname;
953 int success = 0; 949 int success = 0;
954 object *skill = NULL; 950 object *skill = NULL;
955 951
1054 } 1050 }
1055 } 1051 }
1056 1052
1057 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1060 { 1056 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1063 1059
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1130 * the player any time. 1126 * the player any time.
1131 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1132 */ 1128 */
1133 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1134 { 1130 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so 1132 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long 1133 * put a lower limit so that the player isn't stuck here too long
1138 */ 1134 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed))
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed);
1141 } 1137 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * fabs (op->speed);
1144 1140
1145 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1146 { 1142 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1162 } 1158 }
1163 1159
1164 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1161 }
1166 1162
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1164 return RESULT_INT (0);
1169 1165
1170 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1171 { 1167 {
1172 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1173 * in spells.h. 1169 * in spells.h.
1174 */ 1170 */
1175 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1177 break; 1173 break;
1178 1174
1179 case SP_RUNE: 1175 case SP_RUNE:
1180 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1181 break; 1177 break;
1182 1178
1183 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1184 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1185 break; 1181 break;
1186 1182
1187 case SP_BOLT: 1183 case SP_BOLT:
1188 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1189 break; 1185 break;
1218 1214
1219 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1220 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1221 * moved. 1217 * moved.
1222 */ 1218 */
1223 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1224 break; 1220 break;
1225 1221
1226 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1227 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1228 { 1224 {
1261 case SP_HEALING: 1257 case SP_HEALING:
1262 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1263 break; 1259 break;
1264 1260
1265 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1266 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1267 break; 1263 break;
1268 1264
1269 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1270 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1271 break; 1267 break;
1281 case SP_CURSE: 1277 case SP_CURSE:
1282 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1283 break; 1279 break;
1284 1280
1285 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1286 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1287 break; 1283 break;
1288 1284
1289 case SP_CHARGING: 1285 case SP_CHARGING:
1290 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1291 break; 1287 break;
1345 /* in rune.c */ 1341 /* in rune.c */
1346 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1347 break; 1343 break;
1348 1344
1349 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1350 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1351 break; 1347 break;
1352 1348
1353 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1354 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1355 break; 1351 break;
1377 case SP_AURA: 1373 case SP_AURA:
1378 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1379 break; 1375 break;
1380 1376
1381 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1382 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1383 break; 1379 break;
1384 1380
1385 default: 1381 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 } 1383 }
1446 move_aura (op); 1442 move_aura (op);
1447 break; 1443 break;
1448 } 1444 }
1449} 1445}
1450 1446
1451/* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454void
1455check_spell_effect (object *op)
1456{
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467}
1468
1469/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1470 * moves onto a spell effect and the walk_on or fly_on flags 1448 * moves onto a spell effect and the walk_on or fly_on flags
1471 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1472 * objects of the appropriate type. 1450 * objects of the appropriate type.
1473 */ 1451 */
1475apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1476{ 1454{
1477 switch (spell->subtype) 1455 switch (spell->subtype)
1478 { 1456 {
1479 case SP_CONE: 1457 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break; 1460 break;
1483 1461
1484 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1490 break; 1468 break;
1491 1469
1492 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1496 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1497 1475
1498 break; 1476 break;
1499 } 1477 }
1500} 1478}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines