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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.33 by root, Mon Jan 15 01:25:41 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.
635drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
636{ 643{
637 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);
638} 645}
639 646
640
641
642
643/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
644 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
645 * 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),
646 * 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
647 * NULL if no good object. 651 * NULL if no good object.
648 */ 652 */
649
650object * 653object *
651find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
652{ 655{
653 object *tmp; 656 object *tmp;
654 maptile *m;
655 sint16 x, y;
656 int mflags;
657 657
658 /* 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,
659 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
660 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
661 */ 661 */
668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
669 tmp = op; 669 tmp = op;
670 } 670 }
671 else 671 else
672 { 672 {
673 m = op->map; 673 maptile *m = op->map;
674 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
675 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
676
677 mflags = get_map_flags (m, &m, x, y, &x, &y);
678
679 if (mflags & P_OUT_OF_MAP)
680 tmp = 0;
681 else 676
677 tmp = xy_normalise (m, x, y)
682 tmp = m->at (x, y).player (); 678 ? m->at (x, y).player ()
679 : 0;
683 } 680 }
684 681
685 /* 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 */
686 if (!tmp) 683 if (!tmp)
687 tmp = op->ms ().player (); 684 tmp = op->ms ().player ();
737 return freedir[i]; 734 return freedir[i];
738 } 735 }
739 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
740} 737}
741 738
742
743
744/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
745 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
746 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
747 */ 742 */
748
749void 743void
750put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
751{ 745{
752 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
753 archetype *at; 747 archetype *at;
826{ 820{
827 int attacktype; 821 int attacktype;
828 int face; 822 int face;
829} ATTACKS[22] = 823} ATTACKS[22] =
830{ 824{
831 {
832 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
833 {
834 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
835 {
836 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
837 {
838 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
839 {
840 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
841 {
842 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
843 {
844 AT_FIRE, 2}, 831 { AT_FIRE, 2},
845 {
846 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
847 {
848 AT_FIRE, 2}, 833 { AT_FIRE, 2},
849 {
850 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
851 {
852 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
853 {
854 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
855 {
856 AT_COLD, 4}, 837 { AT_COLD, 4},
857 {
858 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
859 {
860 AT_COLD, 4}, 839 { AT_COLD, 4},
861 {
862 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
863 {
864 AT_POISON, 7}, 841 { AT_POISON, 7},
865 {
866 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
867 {
868 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
869 {
870 AT_SLOW, 8}, 844 { AT_SLOW, 8},
871 {
872 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
873 {
874AT_FEAR, 10}}; 846 { AT_FEAR, 10},
875 847};
876
877 848
878/* shuffle_attack: peterm 849/* shuffle_attack: peterm
879 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
880 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
881 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1019 990
1020int 991int
1021cast_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)
1022{ 993{
1023 int success; 994 int success;
1024 player *pl;
1025 object *spell; 995 object *spell;
1026 996
1027 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1028 { 998 {
1029 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1073 * 1043 *
1074 * 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),
1075 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1076 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1077 */ 1047 */
1078
1079int 1048int
1080cast_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)
1081{ 1050{
1082 const char *godname; 1051 const char *godname;
1083 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1084 object *skill = NULL; 1053 object *skill = NULL;
1085
1086 old_shoottype = op->contr ? op->contr->shoottype : 0;
1087 1054
1088 if (!spell_ob) 1055 if (!spell_ob)
1089 { 1056 {
1090 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1091 return 0; 1058 return 0;
1168 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) <
1169 (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]))
1170 { 1137 {
1171 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1172 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1173 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1174 {
1175 op->casting_time = -1; 1142 op->casting_time = -1;
1176 } 1143
1177 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);
1178 return 0; 1145 return 0;
1179 } 1146 }
1180 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1181 { 1148 {
1184 if (failure < 0) 1151 if (failure < 0)
1185 { 1152 {
1186 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.");
1187 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1188 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);
1189 op->contr->shoottype = (rangetype) old_shoottype; 1156
1190 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);
1191 return 0; 1158 return 0;
1192 } 1159 }
1193 } 1160 }
1194 } 1161 }
1217 { 1184 {
1218 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1219 return 0; 1186 return 0;
1220 1187
1221 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1222 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);
1223 else 1190 else
1224 switch (op->contr->shoottype)
1225 {
1226 case range_magic:
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1228 break; 1192
1229 case range_misc:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1231 break;
1232 case range_golem:
1233 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1234 break;
1235 default:
1236 break;
1237 }
1238 return 0; 1193 return 0;
1239 } 1194 }
1240 1195
1241 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1242 { 1197 {
1360 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);
1361 break; 1316 break;
1362 1317
1363 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1364 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1365 old_shoottype = range_golem;
1366 break; 1320 break;
1367 1321
1368 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1369 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1370 * moved. 1324 * moved.
1503 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1504 break; 1458 break;
1505 1459
1506 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1507 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1508 old_shoottype = range_golem;
1509 break; 1462 break;
1510 1463
1511 case SP_LIGHT: 1464 case SP_LIGHT:
1512 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1513 break; 1466 break;
1548 1501
1549 /* free the spell arg */ 1502 /* free the spell arg */
1550 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1551 { 1504 {
1552 free (stringarg); 1505 free (stringarg);
1553 stringarg = NULL; 1506 stringarg = 0;
1554 } 1507 }
1555 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1556 * to something like use_magic_item, but you really want to be able to fire
1557 * it again.
1558 */
1559 if (op->contr)
1560 op->contr->shoottype = (rangetype) old_shoottype;
1561 1508
1562 return success; 1509 return success;
1563} 1510}
1564 1511
1565 1512
1658 break; 1605 break;
1659 1606
1660 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1661 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1662 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1663 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1664 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1665 break; 1612 break;
1666 } 1613 }
1667} 1614}

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