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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.30 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.40 by elmex, Sun Apr 15 16:25:16 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>
187 * is being cast at. 188 * is being cast at.
188 * 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.
189 * This is because the new code compares casting_level against 190 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4 191 * min_caster_level, so the difference is effectively 4
191 */ 192 */
192
193int 193int
194caster_level (object *caster, object *spell) 194caster_level (object *caster, object *spell)
195{ 195{
196 int level = caster->level; 196 int level = caster->level;
197 197
212 212
213 level = MIN (level, sk_level + level / 10 + 1); 213 level = MIN (level, sk_level + level / 10 + 1);
214 } 214 }
215 215
216 /* Got valid caster level. Now adjust for attunement */ 216 /* Got valid caster level. Now adjust for attunement */
217 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;
218 219
219 /* 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
220 * errors in various places. 221 * errors in various places.
221 */ 222 */
222 if (level < 1)
223 level = 1;
224
225 return level; 223 return max (level, 1);
226} 224}
227 225
228/* The following function scales the spellpoint cost of 226/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 227 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 228 * lower level spells become incredibly vicious at high
477 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 478 *
481 */ 479 */
482
483int 480int
484ok_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)
485{ 482{
486 object *tmp; 483 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 484 return 0;
495 485
496 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))
497 return 0; 489 return 0;
498 490
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 492 {
501 /* If there is a counterspell on the space, and this 493 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 494 * object is using magic, don't progress. I believe we could
503 * 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
504 * 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
505 * resources, and may not work as well if a player is standing 497 * resources, and may not work as well if a player is standing
506 * on top of a counterwall spell (may hit the player before being 498 * on top of a counterwall spell (may hit the player before being
507 * removed.) On the other hand, it may be more dramatic for the 499 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up. 500 * spell to actually hit the counterwall and be sucked up.
509 */ 501 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 502 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 503 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 504 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON)
506 && (tmp->type != BOW)
507 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
510 // we special case floor here because there
511 // are sometimes spell effect floors
512 // which are used to inflict damage
513 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC))
513 return 0; 516 return 0;
514 517
515 /* This is to prevent 'out of control' spells. Basically, this 518 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 519 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 520 * needed for performance reasons, and just for playability I believe.
527 * playability reasons. 530 * playability reasons.
528 */ 531 */
529 if (tmp->arch == op->arch 532 if (tmp->arch == op->arch
530 && tmp->type == op->type 533 && tmp->type == op->type
531 && tmp->subtype == op->subtype 534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
532 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
533 { 537 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 539 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 540 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 541 return 0;
539 543
540 /* Perhaps we should also put checks in for no magic and unholy 544 /* Perhaps we should also put checks in for no magic and unholy
541 * ground to prevent it from moving along? 545 * ground to prevent it from moving along?
542 */ 546 */
543 } 547 }
548
544 /* If it passes the above tests, it must be OK */ 549 /* If it passes the above tests, it must be OK */
545 return 1; 550 return 1;
546} 551}
547 552
548/* fire_arch_from_position: fires an archetype. 553/* fire_arch_from_position: fires an archetype.
638drain_rod_charge (object *rod) 643drain_rod_charge (object *rod)
639{ 644{
640 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
641} 646}
642 647
643
644
645
646/* this function is commonly used to find a friendly target for 648/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 649 * spells such as heal or protection or armour
648 * op is what is looking for the target (which can be a player), 650 * op is what is looking for the target (which can be a player),
649 * dir is the direction we are looking in. Return object found, or 651 * dir is the direction we are looking in. Return object found, or
650 * NULL if no good object. 652 * NULL if no good object.
651 */ 653 */
652
653object * 654object *
654find_target_for_friendly_spell (object *op, int dir) 655find_target_for_friendly_spell (object *op, int dir)
655{ 656{
656 object *tmp; 657 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 658
661 /* I don't really get this block - if op isn't a player or rune, 659 /* I don't really get this block - if op isn't a player or rune,
662 * we then make the owner of this object the target. 660 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 661 * The owner could very well be no where near op.
664 */ 662 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 670 tmp = op;
673 } 671 }
674 else 672 else
675 { 673 {
676 m = op->map; 674 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 675 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 676 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 677
678 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 679 ? m->at (x, y).player ()
680 : 0;
686 } 681 }
687 682
688 /* didn't find a player there, look in current square for a player */ 683 /* didn't find a player there, look in current square for a player */
689 if (!tmp) 684 if (!tmp)
690 tmp = op->ms ().player (); 685 tmp = op->ms ().player ();
1022 1017
1023int 1018int
1024cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1019cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1025{ 1020{
1026 int success; 1021 int success;
1027 player *pl;
1028 object *spell; 1022 object *spell;
1029 1023
1030 if (!spell_ob->other_arch) 1024 if (!spell_ob->other_arch)
1031 { 1025 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 1026 LOG (llevError, "cast_party_spell: empty other arch\n");
1171 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1172 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1173 { 1167 {
1174 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1175 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170
1176 if (settings.casting_time == TRUE) 1171 if (settings.casting_time == TRUE)
1177 {
1178 op->casting_time = -1; 1172 op->casting_time = -1;
1179 } 1173
1180 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1181 return 0; 1175 return 0;
1182 } 1176 }
1183 else if (spell_ob->stats.sp) 1177 else if (spell_ob->stats.sp)
1184 { 1178 {
1661 break; 1655 break;
1662 1656
1663 case SP_MOVING_BALL: 1657 case SP_MOVING_BALL:
1664 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1658 if (QUERY_FLAG (victim, FLAG_ALIVE))
1665 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1666 else if (victim->material || victim->materialname) 1660 else if (victim->materialname)
1667 save_throw_object (victim, spell->attacktype, spell); 1661 save_throw_object (victim, spell->attacktype, spell);
1668 break; 1662 break;
1669 } 1663 }
1670} 1664}

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