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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.32 by root, Mon Jan 15 00:40:49 2007 UTC vs.
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
188 * is being cast at. 187 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5. 188 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against 189 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4 190 * min_caster_level, so the difference is effectively 4
192 */ 191 */
193
194int 192int
195caster_level (object *caster, object *spell) 193caster_level (object *caster, object *spell)
196{ 194{
197 int level = caster->level; 195 int level = caster->level;
198 196
213 211
214 level = MIN (level, sk_level + level / 10 + 1); 212 level = MIN (level, sk_level + level / 10 + 1);
215 } 213 }
216 214
217 /* Got valid caster level. Now adjust for attunement */ 215 /* 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); 216 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
219 218
220 /* Always make this at least 1. If this is zero, we get divide by zero 219 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 220 * errors in various places.
222 */ 221 */
223 if (level < 1)
224 level = 1;
225
226 return level; 222 return max (level, 1);
227} 223}
228 224
229/* The following function scales the spellpoint cost of 225/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 226 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 227 * lower level spells become incredibly vicious at high
500 * resources, and may not work as well if a player is standing 496 * resources, and may not work as well if a player is standing
501 * on top of a counterwall spell (may hit the player before being 497 * on top of a counterwall spell (may hit the player before being
502 * removed.) On the other hand, it may be more dramatic for the 498 * removed.) On the other hand, it may be more dramatic for the
503 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
504 */ 500 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 503 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON)
505 && (tmp->type != BOW)
506 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509 // we special case floor here because there
510 // are sometimes spell effect floors
511 // which are used to inflict damage
512 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC))
508 return 0; 515 return 0;
509 516
510 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
522 * playability reasons. 529 * playability reasons.
523 */ 530 */
524 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
525 && tmp->type == op->type 532 && tmp->type == op->type
526 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
527 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
528 { 536 {
529 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
530 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
531 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
532 return 0; 540 return 0;
634drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
635{ 643{
636 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
637} 645}
638 646
639
640
641
642/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
643 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
644 * op is what is looking for the target (which can be a player), 649 * op is what is looking for the target (which can be a player),
645 * dir is the direction we are looking in. Return object found, or 650 * dir is the direction we are looking in. Return object found, or
646 * NULL if no good object. 651 * NULL if no good object.
647 */ 652 */
648
649object * 653object *
650find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
651{ 655{
652 object *tmp; 656 object *tmp;
653 maptile *m;
654 sint16 x, y;
655 int mflags;
656 657
657 /* I don't really get this block - if op isn't a player or rune, 658 /* I don't really get this block - if op isn't a player or rune,
658 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
659 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
660 */ 661 */
667 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
668 tmp = op; 669 tmp = op;
669 } 670 }
670 else 671 else
671 { 672 {
672 m = op->map; 673 maptile *m = op->map;
673 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
674 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
675
676 mflags = get_map_flags (m, &m, x, y, &x, &y);
677
678 if (mflags & P_OUT_OF_MAP)
679 tmp = 0;
680 else 676
677 tmp = xy_normalise (m, x, y)
681 tmp = m->at (x, y).player (); 678 ? m->at (x, y).player ()
679 : 0;
682 } 680 }
683 681
684 /* didn't find a player there, look in current square for a player */ 682 /* didn't find a player there, look in current square for a player */
685 if (!tmp) 683 if (!tmp)
686 tmp = op->ms ().player (); 684 tmp = op->ms ().player ();
736 return freedir[i]; 734 return freedir[i];
737 } 735 }
738 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
739} 737}
740 738
741
742
743/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
744 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
745 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
746 */ 742 */
747
748void 743void
749put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
750{ 745{
751 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
752 archetype *at; 747 archetype *at;
825{ 820{
826 int attacktype; 821 int attacktype;
827 int face; 822 int face;
828} ATTACKS[22] = 823} ATTACKS[22] =
829{ 824{
830 {
831 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
832 {
833 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
834 {
835 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
836 {
837 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
838 {
839 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
840 {
841 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
842 {
843 AT_FIRE, 2}, 831 { AT_FIRE, 2},
844 {
845 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
846 {
847 AT_FIRE, 2}, 833 { AT_FIRE, 2},
848 {
849 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
850 {
851 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
852 {
853 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
854 {
855 AT_COLD, 4}, 837 { AT_COLD, 4},
856 {
857 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
858 {
859 AT_COLD, 4}, 839 { AT_COLD, 4},
860 {
861 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
862 {
863 AT_POISON, 7}, 841 { AT_POISON, 7},
864 {
865 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
866 {
867 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
868 {
869 AT_SLOW, 8}, 844 { AT_SLOW, 8},
870 {
871 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
872 {
873AT_FEAR, 10}}; 846 { AT_FEAR, 10},
874 847};
875
876 848
877/* shuffle_attack: peterm 849/* shuffle_attack: peterm
878 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
879 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
880 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1018 990
1019int 991int
1020cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 992cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1021{ 993{
1022 int success; 994 int success;
1023 player *pl;
1024 object *spell; 995 object *spell;
1025 996
1026 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1027 { 998 {
1028 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1072 * 1043 *
1073 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1044 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1074 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1075 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1076 */ 1047 */
1077
1078int 1048int
1079cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1080{ 1050{
1081 const char *godname; 1051 const char *godname;
1082 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1083 object *skill = NULL; 1053 object *skill = NULL;
1084
1085 old_shoottype = op->contr ? op->contr->shoottype : 0;
1086 1054
1087 if (!spell_ob) 1055 if (!spell_ob)
1088 { 1056 {
1089 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1090 return 0; 1058 return 0;
1167 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1168 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1169 { 1137 {
1170 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1171 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1172 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1173 {
1174 op->casting_time = -1; 1142 op->casting_time = -1;
1175 } 1143
1176 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1177 return 0; 1145 return 0;
1178 } 1146 }
1179 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1180 { 1148 {
1183 if (failure < 0) 1151 if (failure < 0)
1184 { 1152 {
1185 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1186 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1187 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1188 op->contr->shoottype = (rangetype) old_shoottype; 1156
1189 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1190 return 0; 1158 return 0;
1191 } 1159 }
1192 } 1160 }
1193 } 1161 }
1216 { 1184 {
1217 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1218 return 0; 1186 return 0;
1219 1187
1220 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1222 else 1190 else
1223 switch (op->contr->shoottype)
1224 {
1225 case range_magic:
1226 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1227 break; 1192
1228 case range_misc:
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1230 break;
1231 case range_golem:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1233 break;
1234 default:
1235 break;
1236 }
1237 return 0; 1193 return 0;
1238 } 1194 }
1239 1195
1240 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1241 { 1197 {
1359 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1360 break; 1316 break;
1361 1317
1362 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1363 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1364 old_shoottype = range_golem;
1365 break; 1320 break;
1366 1321
1367 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1368 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1369 * moved. 1324 * moved.
1502 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1503 break; 1458 break;
1504 1459
1505 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1506 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1507 old_shoottype = range_golem;
1508 break; 1462 break;
1509 1463
1510 case SP_LIGHT: 1464 case SP_LIGHT:
1511 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1512 break; 1466 break;
1547 1501
1548 /* free the spell arg */ 1502 /* free the spell arg */
1549 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1550 { 1504 {
1551 free (stringarg); 1505 free (stringarg);
1552 stringarg = NULL; 1506 stringarg = 0;
1553 } 1507 }
1554 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1555 * to something like use_magic_item, but you really want to be able to fire
1556 * it again.
1557 */
1558 if (op->contr)
1559 op->contr->shoottype = (rangetype) old_shoottype;
1560 1508
1561 return success; 1509 return success;
1562} 1510}
1563 1511
1564 1512
1657 break; 1605 break;
1658 1606
1659 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1660 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1661 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1662 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1663 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1664 break; 1612 break;
1665 } 1613 }
1666} 1614}

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