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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.86 by root, Tue Sep 30 10:49:58 2008 UTC

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
87{ 85{
88 if (spob->other_arch) 86 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
90} 88}
91 89
92/* 90static int
93 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 92{
105 if (caster->path_denied & spell->path_attuned) 93 // compute the attuned/repelled bonus
106 return 1; 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 95 // repell has no such quarrels
108 int new_level = spell->level 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 98}
114 99
115/* This function returns the effective level the spell 100/* This function returns the effective level the spell
116 * is being cast at. 101 * 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 */ 102 */
121int 103int
122caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
123{ 105{
124 int level = caster->level; 106 int level = caster->level;
125 107
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* 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) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
131 113
132 level = min (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
133 } 115 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 116 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++) 117 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) 118 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 119
142 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 121
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
145 127
146 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 129 * errors in various places.
148 */ 130 */
149 return max (level, 1); 131 return max (level, 1);
158 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 141 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 142 * 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. 143 * mana. In that case, we return which ever value is higher.
162 */ 144 */
163
164sint16 145sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 147{
167 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
168 149
169 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
170 { 151 {
171 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
172 { 153 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 194 return 0;
214 } 195 }
215} 196}
216 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
208
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
219 */ 211 */
220int 212int
221SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
222{ 214{
223 if (!spob->dam_modifier) 215 if (!spob->dam_modifier)
224 return 0; 216 return 0;
225 217
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 218 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 219}
229 220
230/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
236{ 227{
237 if (!spob->duration_modifier) 228 if (!spob->duration_modifier)
238 return 0; 229 return 0;
239 230
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 231 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 232}
243 233
244/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
250{ 240{
251 if (!spob->range_modifier) 241 if (!spob->range_modifier)
252 return 0; 242 return 0;
253 243
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 244 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 245}
257 246
258/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
269 if (spop->type == SPELL && spop->name == name) 258 if (spop->type == SPELL && spop->name == name)
270 return spop; 259 return spop;
271 260
272 return 0; 261 return 0;
273} 262}
274
275 263
276/* 264/*
277 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 270 * exact match, we also return NULL.
283 */ 271 */
284
285object * 272object *
286lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
287{ 274{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
289 int nummatch = 0; 276 int nummatch = 0;
335 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
336 */ 323 */
337int 324int
338reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
339{ 326{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 328 return 0;
329
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 334 return 1;
349 335
394{ 380{
395 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
396 return 0; 382 return 0;
397 383
398 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
399 386
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0; 388 return 0;
402 389
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477{ 464{
478 if (!spell->other_arch) 465 if (!spell->other_arch)
479 return 0; 466 return 0;
480 467
481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
482
483 pos.move (dir ? dir : rndm (1, 8));
484
485 if (!pos.normalise ())
486 return 0;
487
488 object *tmp = spell->other_arch->instance (); 468 object *tmp = spell->other_arch->instance ();
489 469
490 if (!tmp) 470 if (!tmp)
491 return 0; 471 return 0;
492
493 if (pos.ms ().blocks (tmp))
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
496 tmp->destroy ();
497 return 0;
498 }
499 472
500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
501 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
502 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
503 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
504 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
505 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
506 tmp->x = x;
507 tmp->y = y;
508 tmp->direction = dir; 479 tmp->direction = dir;
509 tmp->set_owner (op); 480 tmp->set_owner (op);
510 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
511 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
512 483
513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
947 */ 918 */
948int 919int
949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
950{ 921{
951 const char *godname; 922 const char *godname;
952 int success = 0, cast_level = 0; 923 int success = 0;
953 object *skill = NULL; 924 object *skill = NULL;
954 925
955 if (!spell_ob) 926 if (!spell_ob)
956 { 927 {
957 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
986 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
987 * at least process that code. 958 * at least process that code.
988 */ 959 */
989 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
990 { 961 {
991 cast_level = caster_level (caster, spell_ob);
992
993 if (spell_ob->skill) 962 if (spell_ob->skill)
994 { 963 {
995 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
996 965
997 if (!skill) 966 if (!skill)
998 { 967 {
999 op->failmsg (format ("You need the skill %s to cast %s! " 968 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll " 969 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>", 970 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name)); 971 &spell_ob->skill, &spell_ob->name));
1003 return 0; 972 return 0;
1004 } 973 }
1005 974
1006 int casting_level = min_casting_level (op, spell_ob); 975 const char *msg = "";
1007 976
1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
980 {
981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
1009 { 992 {
1010 op->failmsg (format ("You lack enough skill to cast that spell! " 993 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 994 "H<Your effective cast level is %d%s, but level %d is required.>",
1012 cast_level, casting_level)); 995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1013 return 0; 997 return 0;
1014 } 998 }
1015 } 999 }
1016 1000
1017 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1018 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1450 check_bullet (op); 1434 check_bullet (op);
1451 return; 1435 return;
1452 } 1436 }
1453} 1437}
1454 1438
1455/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1456 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1457 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1458 * objects of the appropraite type. 1442 * objects of the appropriate type.
1459 */ 1443 */
1460void 1444void
1461apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1462{ 1446{
1463 switch (spell->subtype) 1447 switch (spell->subtype)
1469 1453
1470 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1472 { 1456 {
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474
1475 if (!spell->destroyed ())
1476 spell->destroy (); 1458 spell->destroy ();
1477 } 1459 }
1478 break; 1460 break;
1479 1461
1480 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1483 else if (victim->materialname) 1465 else if (victim->materialname)
1484 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1485 break;
1486 }
1487}
1488 1467
1468 break;
1469 }
1470}
1471

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