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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.38 by root, Fri Feb 23 21:52:21 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
27#include <object.h> 28#include <object.h>
28#include <errno.h> 29#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 30#include <sproto.h>
31#endif
32#include <sounds.h> 31#include <sounds.h>
33 32
34extern char *spell_mapping[]; 33extern char *spell_mapping[];
35 34
36/* This returns a random spell from 'ob'. If skill is set, then 35/* This returns a random spell from 'ob'. If skill is set, then
151} 150}
152 151
153/* pretty basic function - basically just takes 152/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 153 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 154 */
156
157void 155void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 156spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 157{
160
161 if (spob->other_arch != NULL) 158 if (spob->other_arch)
162 { 159 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 160}
171 161
172/* 162/*
173 * This function takes a caster and spell and presents the 163 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 164 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 165 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 166 * spellpaths. Was called path_level_mod.
177 * 167 *
178 * caster is person casting hte spell. 168 * caster is person casting the spell.
179 * spell is the spell object. 169 * spell is the spell object.
180 * Returns modified level. 170 * Returns modified level.
181 */ 171 */
182int 172int
183min_casting_level (object *caster, object *spell) 173min_casting_level (object *caster, object *spell)
186 176
187 if (caster->path_denied & spell->path_attuned) 177 if (caster->path_denied & spell->path_attuned)
188 return 1; 178 return 1;
189 179
190 new_level = spell->level 180 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 183
193 return (new_level < 1) ? 1 : new_level; 184 return max (1, new_level);
194} 185}
195
196 186
197/* This function returns the effective level the spell 187/* This function returns the effective level the spell
198 * is being cast at. 188 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 189 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 190 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 191 * min_caster_level, so the difference is effectively 4
202 */ 192 */
203
204int 193int
205caster_level (object *caster, object *spell) 194caster_level (object *caster, object *spell)
206{ 195{
207 int level = caster->level; 196 int level = caster->level;
208 197
223 212
224 level = MIN (level, sk_level + level / 10 + 1); 213 level = MIN (level, sk_level + level / 10 + 1);
225 } 214 }
226 215
227 /* Got valid caster level. Now adjust for attunement */ 216 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 217 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 219
230 /* Always make this at least 1. If this is zero, we get divide by zero 220 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 221 * errors in various places.
232 */ 222 */
233 if (level < 1)
234 level = 1;
235
236 return level; 223 return max (level, 1);
237} 224}
238 225
239/* The following function scales the spellpoint cost of 226/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 227 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 228 * lower level spells become incredibly vicious at high
471 { 458 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 461 dir = 0;
475 } 462 }
476 new_op->x = op->x + freearr_x[dir]; 463
477 new_op->y = op->y + freearr_y[dir]; 464 op->map->insert (new_op,
478 if (dir == 0) 465 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 466 op,
480 else 467 dir ? 0 : INS_BELOW_ORIGINATOR);
481 insert_ob_in_map (new_op, op->map, op, 0); 468
482 return dir; 469 return dir;
483} 470}
484 471
485/* Returns true if it is ok to put spell *op on the space/may provided. 472/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 473 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 476 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 477 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 478 *
492 */ 479 */
493
494int 480int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 481ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 482{
497 object *tmp; 483 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 484 return 0;
506 485
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 486 mapspace &ms = m->at (x, y);
487
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 489 return 0;
509 490
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 492 {
512 /* If there is a counterspell on the space, and this 493 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 494 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code 495 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more 496 * will then remove it, but that would seem to to use more
538 * playability reasons. 519 * playability reasons.
539 */ 520 */
540 if (tmp->arch == op->arch 521 if (tmp->arch == op->arch
541 && tmp->type == op->type 522 && tmp->type == op->type
542 && tmp->subtype == op->subtype 523 && tmp->subtype == op->subtype
524 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 525 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 526 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 527 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 528 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 529 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 530 return 0;
550 532
551 /* Perhaps we should also put checks in for no magic and unholy 533 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 534 * ground to prevent it from moving along?
553 */ 535 */
554 } 536 }
537
555 /* If it passes the above tests, it must be OK */ 538 /* If it passes the above tests, it must be OK */
556 return 1; 539 return 1;
557} 540}
558 541
559/* fire_arch_from_position: fires an archetype. 542/* fire_arch_from_position: fires an archetype.
619 return 0; 602 return 0;
620 } 603 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 604 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 605 SET_ANIMATION (tmp, dir);
623 606
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 607 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 608 move_spell_effect (tmp);
628 609
629 return 1; 610 return 1;
630} 611}
631
632
633 612
634/***************************************************************************** 613/*****************************************************************************
635 * 614 *
636 * Code related to rods - perhaps better located in another file? 615 * Code related to rods - perhaps better located in another file?
637 * 616 *
638 ****************************************************************************/ 617 ****************************************************************************/
639
640void 618void
641regenerate_rod (object *rod) 619regenerate_rod (object *rod)
642{ 620{
643 if (rod->stats.hp < rod->stats.maxhp) 621 if (rod->stats.hp < rod->stats.maxhp)
644 { 622 {
653void 631void
654drain_rod_charge (object *rod) 632drain_rod_charge (object *rod)
655{ 633{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 634 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 635}
658
659
660
661 636
662/* this function is commonly used to find a friendly target for 637/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 638 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 639 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 640 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 641 * NULL if no good object.
667 */ 642 */
668
669object * 643object *
670find_target_for_friendly_spell (object *op, int dir) 644find_target_for_friendly_spell (object *op, int dir)
671{ 645{
672 object *tmp; 646 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 647
677 /* I don't really get this block - if op isn't a player or rune, 648 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 649 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 650 * The owner could very well be no where near op.
680 */ 651 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 658 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 659 tmp = op;
689 } 660 }
690 else 661 else
691 { 662 {
692 m = op->map; 663 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 664 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 665 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 666
667 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 668 ? m->at (x, y).player ()
669 : 0;
702 } 670 }
703 671
704 /* didn't find a player there, look in current square for a player */ 672 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 673 if (!tmp)
706 tmp = op->ms ().player (); 674 tmp = op->ms ().player ();
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 776 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 777
810 insert_ob_in_map (head, op->map, op, 0); 778 insert_ob_in_map (head, op->map, op, 0);
811 779
812 /* thought it'd be cool to insert a burnout, too. */ 780 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 781 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 782 }
819} 783}
820 784
821/* peterm: function which summons hostile monsters and 785/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 786 * places them in nearby squares.
1022 else 986 else
1023 { 987 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 988 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 989 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 990 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 991
1030 /* increase the area of destruction a little for more powerful spells */ 992 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 993 tmp->range += isqrt (power);
1032 994
1033 if (power > 25) 995 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 996 tmp->stats.dam = 25 + isqrt (power);
1035 else 997 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 998 tmp->stats.dam = power; /* nasty recoils! */
1037 999
1038 tmp->stats.maxhp = tmp->count; 1000 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 1001
1002 tmp->insert_at (op);
1040 } 1003 }
1041 } 1004 }
1042} 1005}
1043 1006
1044int 1007int
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1132 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1133 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1172 return 0; 1135 return 0;
1173 } 1136 }
1137
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1138 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1139 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1140 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1141 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1142 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1155 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1156 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1157 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1158 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1159 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1160
1196 if (settings.casting_time == TRUE) 1161 if (settings.casting_time == TRUE)
1197 {
1198 op->casting_time = -1; 1162 op->casting_time = -1;
1199 } 1163
1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1164 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1165 return 0;
1202 } 1166 }
1203 else if (spell_ob->stats.sp) 1167 else if (spell_ob->stats.sp)
1204 { 1168 {
1681 break; 1645 break;
1682 1646
1683 case SP_MOVING_BALL: 1647 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1648 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1649 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1650 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1651 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1652 break;
1689 } 1653 }
1690} 1654}

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