ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.70 by root, Sun May 4 18:24:11 2008 UTC vs.
Revision 1.79 by root, Mon Sep 29 06:32:09 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra 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
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = RANDOM () % k;
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
104{ 102{
105 if (caster->path_denied & spell->path_attuned) 103 if (caster->path_denied & spell->path_attuned)
106 return 1; 104 return 1;
107 105
108 int new_level = spell->level 106 int new_level = spell->level
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0); 108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
111 109
112 return max (1, new_level); 110 return max (1, new_level);
113} 111}
114 112
115/* This function returns the effective level the spell 113/* This function returns the effective level the spell
116 * is being cast at. 114 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 115 */
121int 116int
122caster_level (object *caster, object *spell) 117casting_level (object *caster, object *spell)
123{ 118{
124 int level = caster->level; 119 int level = caster->level;
125 120
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 121 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 122 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 124 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 125 int sk_level = skill ? skill->level : 1;
131 126
132 level = min (level, sk_level + level / 10 + 1); 127 level = min (level, sk_level + level / 10 + 1);
133 } 128 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 129 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 130 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 131 level = skill->level;
137 { 132
138 level = caster->contr->last_skill_ob[i]->level; 133 // now scale the effective level from the startinglevel..100 range to 1..100
139 break; 134 if (level < 100)
140 } 135 level = lerp (level, (int)spell->level, 100, 1, 100);
141 136
142 /* Got valid caster level. Now adjust for attunement */ 137 /* Got valid caster level. Now adjust for attunement */
138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 143 if (caster->path_repelled & spell->path_attuned)
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 144 level -= ATTUNE_REPELL;
145 145
146 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 147 * errors in various places.
148 */ 148 */
149 return max (level, 1); 149 return max (level, 1);
158 * caster is what is casting the spell, can be op. 158 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 159 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 160 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 161 * mana. In that case, we return which ever value is higher.
162 */ 162 */
163
164sint16 163sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 164SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 165{
167 int sp, grace, level = caster_level (caster, spell); 166 int sp, grace, level = casting_level (caster, spell);
168 167
169 if (settings.spellpoint_level_depend == TRUE) 168 if (settings.spellpoint_level_depend == TRUE)
170 { 169 {
171 if (spell->stats.sp && spell->stats.maxsp) 170 if (spell->stats.sp && spell->stats.maxsp)
172 { 171 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 211 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 212 return 0;
214 } 213 }
215} 214}
216 215
216/*
217 * Return the effective casting level of the spell.
218 * To make spells independent of their starting level, this function
219 * scales the range spellstartlevel .. 100 into the range 1..100
220 */
221static int
222SP_casting_level (object *caster, object *spell)
223{
224 return casting_level (caster, spell);
225}
226
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 227/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 228 * spob is the spell we are adjusting.
219 */ 229 */
220int 230int
221SP_level_dam_adjust (object *caster, object *spob) 231SP_level_dam_adjust (object *caster, object *spob)
222{ 232{
223 if (!spob->dam_modifier) 233 if (!spob->dam_modifier)
224 return 0; 234 return 0;
225 235
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 236 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 237}
229 238
230/* Adjust the strength of the spell based on level. 239/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 240 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 241 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 244SP_level_duration_adjust (object *caster, object *spob)
236{ 245{
237 if (!spob->duration_modifier) 246 if (!spob->duration_modifier)
238 return 0; 247 return 0;
239 248
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 249 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 250}
243 251
244/* Adjust the strength of the spell based on level. 252/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 253 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 254 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 257SP_level_range_adjust (object *caster, object *spob)
250{ 258{
251 if (!spob->range_modifier) 259 if (!spob->range_modifier)
252 return 0; 260 return 0;
253 261
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 262 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 263}
257 264
258/* Checks to see if player knows the spell. If the name is the same 265/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 266 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 267 * returns 1 if they know the spell, 0 if they don't.
261 */ 268 */
262object * 269object *
263check_spell_known (object *op, const char *name) 270check_spell_known (object *op, const char *name)
264{ 271{
265 object *spop; 272 object *spop;
273 shstr_cmp name_ (name);
266 274
267 for (spop = op->inv; spop; spop = spop->below) 275 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 276 if (spop->type == SPELL && spop->name == name)
269 return spop; 277 return spop;
270 278
271 return NULL; 279 return 0;
272} 280}
273 281
274 282
275/* 283/*
276 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
334 * eg, updated for tiled maps. 342 * eg, updated for tiled maps.
335 */ 343 */
336int 344int
337reflwall (maptile *m, int x, int y, object *sp_op) 345reflwall (maptile *m, int x, int y, object *sp_op)
338{ 346{
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y)) 347 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0; 348 return 0;
349
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 350 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 351 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE) 352 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 353 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1; 354 return 1;
348 355
393{ 400{
394 if (!xy_normalise (m, x, y)) 401 if (!xy_normalise (m, x, y))
395 return 0; 402 return 0;
396 403
397 mapspace &ms = m->at (x, y); 404 mapspace &ms = m->at (x, y);
405 ms.update ();
398 406
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 408 return 0;
401 409
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 410 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
472 * returns 0 on failure, 1 on success. 480 * returns 0 on failure, 1 on success.
473 */ 481 */
474int 482int
475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 483fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
476{ 484{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 485 if (!spell->other_arch)
482 return 0; 486 return 0;
483 487
484 m = op->map; 488 object *tmp = spell->other_arch->instance ();
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490 489
491 tmp = arch_to_object (spell->other_arch); 490 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 491 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502 492
503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 493 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 494 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* code in time.c uses food for some things, duration for others */ 495 /* code in time.c uses food for some things, duration for others */
506 tmp->stats.food = tmp->duration; 496 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 497 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 498 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 499 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 500 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 501 tmp->level = casting_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 502 set_spell_skill (op, caster, spell, tmp);
518 503
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 504 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 505 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 506 if (!tailor_god_spell (tmp, op))
523 return 0; 507 return 0;
524 } 508
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 509 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir); 510 SET_ANIMATION (tmp, dir);
527 511
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 512 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 513 move_spell_effect (tmp);
530 514
531 return 1; 515 return 1;
532} 516}
533 517
588 if (!tmp) 572 if (!tmp)
589 tmp = op->ms ().player (); 573 tmp = op->ms ().player ();
590 574
591 return tmp; 575 return tmp;
592} 576}
593
594
595 577
596/* raytrace: 578/* raytrace:
597 * spell_find_dir(map, x, y, exclude) will search first the center square 579 * spell_find_dir(map, x, y, exclude) will search first the center square
598 * then some close squares in the given map at the given coordinates for 580 * then some close squares in the given map at the given coordinates for
599 * live objects. 581 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 584 * monsters/generators only. If not, the spell will hunt players only.
603 * It returns the direction toward the first/closest live object if it finds 585 * It returns the direction toward the first/closest live object if it finds
604 * any, otherwise -1. 586 * any, otherwise -1.
605 * note that exclude can be NULL, in which case all bets are off. 587 * note that exclude can be NULL, in which case all bets are off.
606 */ 588 */
607
608int 589int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 590spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 591{
611 int i, max = SIZEOFFREE; 592 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 593 sint16 nx, ny;
996 * need to have the right skill pointer passed, so we need to 977 * need to have the right skill pointer passed, so we need to
997 * at least process that code. 978 * at least process that code.
998 */ 979 */
999 if (op->type == PLAYER && op == caster) 980 if (op->type == PLAYER && op == caster)
1000 { 981 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill) 982 if (spell_ob->skill)
1004 { 983 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 984 skill = find_skill_by_name (op, spell_ob->skill);
1006 985
1007 if (!skill) 986 if (!skill)
1008 { 987 {
1009 op->failmsg (format ("You need the skill %s to cast %s! " 988 op->failmsg (format ("You need the skill %s to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll " 989 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>", 990 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name)); 991 &spell_ob->skill, &spell_ob->name));
1013 return 0; 992 return 0;
1014 } 993 }
1015 994
995 const char *msg = "";
996
997 int caster_level = skill->level;
998
999 if (op->path_attuned & spell_ob->path_attuned)
1000 {
1001 caster_level += ATTUNE_REPELL;
1002 msg = " (attuned)";
1003 }
1004
1005 if (op->path_repelled & spell_ob->path_attuned)
1006 {
1007 caster_level = ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)";
1009 }
1010
1016 int casting_level = min_casting_level (op, spell_ob); 1011 int casting_level = min_casting_level (op, spell_ob);
1017 1012
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1013 if (casting_level > caster_level)
1019 { 1014 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! " 1015 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1016 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 cast_level, casting_level)); 1017 caster_level, msg, casting_level));
1018 if (!op->is_wiz ())
1023 return 0; 1019 return 0;
1024 } 1020 }
1025 } 1021 }
1026 1022
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1023 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1024 * to have sufficient grace/mana.
1203 case SP_SMITE: 1199 case SP_SMITE:
1204 success = cast_smite_spell (op, caster, dir, spell_ob); 1200 success = cast_smite_spell (op, caster, dir, spell_ob);
1205 break; 1201 break;
1206 1202
1207 case SP_MAGIC_MISSILE: 1203 case SP_MAGIC_MISSILE:
1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1204 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1209 break; 1205 break;
1210 1206
1211 case SP_SUMMON_GOLEM: 1207 case SP_SUMMON_GOLEM:
1212 success = summon_golem (op, caster, dir, spell_ob); 1208 success = summon_golem (op, caster, dir, spell_ob);
1213 break; 1209 break;
1324 { 1320 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1321 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1326 success = 0; 1322 success = 0;
1327 } 1323 }
1328 else 1324 else
1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1325 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1326 break;
1331 1327
1332 case SP_SWARM: 1328 case SP_SWARM:
1333 success = fire_swarm (op, caster, spell_ob, dir); 1329 success = fire_swarm (op, caster, spell_ob, dir);
1334 break; 1330 break;
1460 check_bullet (op); 1456 check_bullet (op);
1461 return; 1457 return;
1462 } 1458 }
1463} 1459}
1464 1460
1465/* This is called by move_apply. Basically, if someone 1461/* This is called by move_apply. Basically, if someone
1466 * moves onto a spell effect and the walk_on or fly_on flags 1462 * moves onto a spell effect and the walk_on or fly_on flags
1467 * are set, this is called. This should only be called for 1463 * are set, this is called. This should only be called for
1468 * objects of the appropraite type. 1464 * objects of the appropriate type.
1469 */ 1465 */
1470void 1466void
1471apply_spell_effect (object *spell, object *victim) 1467apply_spell_effect (object *spell, object *victim)
1472{ 1468{
1473 switch (spell->subtype) 1469 switch (spell->subtype)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines