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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:31 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25 25
26#include <global.h> 26#include <global.h>
27#include <spells.h> 27#include <spells.h>
28#include <object.h> 28#include <object.h>
188 * is being cast at. 188 * is being cast at.
189 * 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.
190 * This is because the new code compares casting_level against 190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4 191 * min_caster_level, so the difference is effectively 4
192 */ 192 */
193
194int 193int
195caster_level (object *caster, object *spell) 194caster_level (object *caster, object *spell)
196{ 195{
197 int level = caster->level; 196 int level = caster->level;
198 197
213 212
214 level = MIN (level, sk_level + level / 10 + 1); 213 level = MIN (level, sk_level + level / 10 + 1);
215 } 214 }
216 215
217 /* Got valid caster level. Now adjust for attunement */ 216 /* Got valid caster level. Now adjust for attunement */
218 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;
219 219
220 /* 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
221 * errors in various places. 221 * errors in various places.
222 */ 222 */
223 if (level < 1)
224 level = 1;
225
226 return level; 223 return max (level, 1);
227} 224}
228 225
229/* The following function scales the spellpoint cost of 226/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 227 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 228 * lower level spells become incredibly vicious at high
478 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
479 * 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
480 * 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.
481 * 478 *
482 */ 479 */
483
484int 480int
485ok_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)
486{ 482{
487 object *tmp; 483 if (!xy_normalise (m, x, y))
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0; 484 return 0;
496 485
497 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))
498 return 0; 489 return 0;
499 490
500 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
501 { 492 {
502 /* If there is a counterspell on the space, and this 493 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could 494 * object is using magic, don't progress. I believe we could
504 * 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
505 * 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
506 * 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
507 * 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
508 * 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
509 * spell to actually hit the counterwall and be sucked up. 500 * spell to actually hit the counterwall and be sucked up.
510 */ 501 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) && 502 if ((tmp->attacktype & AT_COUNTERSPELL)
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 503 && !QUERY_FLAG (tmp, FLAG_MONSTER)
513 (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))
514 return 0; 516 return 0;
515 517
516 /* This is to prevent 'out of control' spells. Basically, this 518 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately 519 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe. 520 * needed for performance reasons, and just for playability I believe.
528 * playability reasons. 530 * playability reasons.
529 */ 531 */
530 if (tmp->arch == op->arch 532 if (tmp->arch == op->arch
531 && tmp->type == op->type 533 && tmp->type == op->type
532 && tmp->subtype == op->subtype 534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
533 && 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)))
534 { 537 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
536 tmp->range = MAX (tmp->range, op->range); 539 tmp->range = MAX (tmp->range, op->range);
537 tmp->duration = MAX (tmp->duration, op->duration); 540 tmp->duration = MAX (tmp->duration, op->duration);
538 return 0; 541 return 0;
540 543
541 /* 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
542 * ground to prevent it from moving along? 545 * ground to prevent it from moving along?
543 */ 546 */
544 } 547 }
548
545 /* If it passes the above tests, it must be OK */ 549 /* If it passes the above tests, it must be OK */
546 return 1; 550 return 1;
547} 551}
548 552
549/* fire_arch_from_position: fires an archetype. 553/* fire_arch_from_position: fires an archetype.
639drain_rod_charge (object *rod) 643drain_rod_charge (object *rod)
640{ 644{
641 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);
642} 646}
643 647
644
645
646
647/* this function is commonly used to find a friendly target for 648/* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour 649 * spells such as heal or protection or armour
649 * 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),
650 * 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
651 * NULL if no good object. 652 * NULL if no good object.
652 */ 653 */
653
654object * 654object *
655find_target_for_friendly_spell (object *op, int dir) 655find_target_for_friendly_spell (object *op, int dir)
656{ 656{
657 object *tmp; 657 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661 658
662 /* 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,
663 * we then make the owner of this object the target. 660 * we then make the owner of this object the target.
664 * The owner could very well be no where near op. 661 * The owner could very well be no where near op.
665 */ 662 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673 tmp = op; 670 tmp = op;
674 } 671 }
675 else 672 else
676 { 673 {
677 m = op->map; 674 maptile *m = op->map;
678 x = op->x + freearr_x[dir]; 675 sint16 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir]; 676 sint16 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else 677
678 tmp = xy_normalise (m, x, y)
686 tmp = m->at (x, y).player (); 679 ? m->at (x, y).player ()
680 : 0;
687 } 681 }
688 682
689 /* 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 */
690 if (!tmp) 684 if (!tmp)
691 tmp = op->ms ().player (); 685 tmp = op->ms ().player ();
1023 1017
1024int 1018int
1025cast_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)
1026{ 1020{
1027 int success; 1021 int success;
1028 player *pl;
1029 object *spell; 1022 object *spell;
1030 1023
1031 if (!spell_ob->other_arch) 1024 if (!spell_ob->other_arch)
1032 { 1025 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n"); 1026 LOG (llevError, "cast_party_spell: empty other arch\n");
1172 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) <
1173 (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]))
1174 { 1167 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170
1177 if (settings.casting_time == TRUE) 1171 if (settings.casting_time == TRUE)
1178 {
1179 op->casting_time = -1; 1172 op->casting_time = -1;
1180 } 1173
1181 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);
1182 return 0; 1175 return 0;
1183 } 1176 }
1184 else if (spell_ob->stats.sp) 1177 else if (spell_ob->stats.sp)
1185 { 1178 {
1662 break; 1655 break;
1663 1656
1664 case SP_MOVING_BALL: 1657 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1658 if (QUERY_FLAG (victim, FLAG_ALIVE))
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname) 1660 else if (victim->materialname)
1668 save_throw_object (victim, spell->attacktype, spell); 1661 save_throw_object (victim, spell->attacktype, spell);
1669 break; 1662 break;
1670 } 1663 }
1671} 1664}

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