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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.62 by root, Sun Oct 21 01:35:14 2007 UTC vs.
Revision 1.75 by root, Mon Jul 14 00:04:57 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
77 dest->skill = spob->skill; 77 dest->skill = spob->skill;
78 else 78 else
79 dest->skill = caster->skill; 79 dest->skill = caster->skill;
80} 80}
81 81
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
145 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
146 */ 84 */
147void 85void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
162 * Returns modified level. 100 * Returns modified level.
163 */ 101 */
164int 102int
165min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
166{ 104{
167 int new_level;
168
169 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
170 return 1; 106 return 1;
171 107
172 new_level = spell->level 108 int new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
175 111
176 return max (1, new_level); 112 return max (1, new_level);
177} 113}
178 114
179/* This function returns the effective level the spell 115/* This function returns the effective level the spell
185int 121int
186caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
187{ 123{
188 int level = caster->level; 124 int level = caster->level;
189 125
190 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
191 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
192 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 { 137 {
195 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
196 break; 139 break;
197 } 140 }
198 141
199 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 {
202 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
203 int sk_level = skill ? skill->level : 1;
204
205 level = MIN (level, sk_level + level / 10 + 1);
206 }
207
208 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
211 145
212 /* 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
213 * errors in various places. 147 * errors in various places.
214 */ 148 */
215 return max (level, 1); 149 return max (level, 1);
259 else 193 else
260 { 194 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
263 sp = 1; 197 sp = 1;
198
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
266 grace = 1; 201 grace = 1;
267 } 202 }
268 203
326 */ 261 */
327object * 262object *
328check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
329{ 264{
330 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
331 267
332 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
333 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
334 return spop; 270 return spop;
335 271
336 return NULL; 272 return 0;
337} 273}
338 274
339 275
340/* 276/*
341 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
458{ 394{
459 if (!xy_normalise (m, x, y)) 395 if (!xy_normalise (m, x, y))
460 return 0; 396 return 0;
461 397
462 mapspace &ms = m->at (x, y); 398 mapspace &ms = m->at (x, y);
399 ms.update ();
463 400
464 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
465 return 0; 402 return 0;
466 403
467 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
503 /* 440 /*
504 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
505 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
506 * playability reasons. 443 * playability reasons.
507 */ 444 */
508 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
509 && tmp->type == op->type 446 && tmp->type == op->type
510 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
511 && tmp->owner == op->owner 448 && tmp->owner == op->owner
512 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
513 { 450 {
537 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
538 */ 475 */
539int 476int
540fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 477fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
541{ 478{
542 object *tmp;
543 int mflags;
544 maptile *m;
545
546 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
547 return 0; 480 return 0;
548 481
549 m = op->map; 482 object *tmp = spell->other_arch->instance ();
550 mflags = get_map_flags (m, &m, x, y, &x, &y);
551 if (mflags & P_OUT_OF_MAP)
552 {
553 return 0;
554 }
555 483
556 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
557
558 if (tmp == NULL)
559 return 0; 485 return 0;
560
561 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
562 {
563 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
564 tmp->destroy ();
565 return 0;
566 }
567 486
568 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 487 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
569 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
570 /* code in time.c uses food for some things, duration for others */ 489 /* code in time.c uses food for some things, duration for others */
571 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
572 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
573 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
574 tmp->x = x;
575 tmp->y = y;
576 tmp->direction = dir; 493 tmp->direction = dir;
577 if (op->owner != NULL)
578 tmp->set_owner (op); 494 tmp->set_owner (op);
579 else
580 tmp->set_owner (op);
581 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
582 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
583 497
584 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
585 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
586 {
587 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
588 return 0; 501 return 0;
589 } 502
590 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
591 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
592 505
593 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
594 move_spell_effect (tmp); 507 move_spell_effect (tmp);
595 508
596 return 1; 509 return 1;
597} 510}
598 511
653 if (!tmp) 566 if (!tmp)
654 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
655 568
656 return tmp; 569 return tmp;
657} 570}
658
659
660 571
661/* raytrace: 572/* raytrace:
662 * spell_find_dir(map, x, y, exclude) will search first the center square 573 * spell_find_dir(map, x, y, exclude) will search first the center square
663 * then some close squares in the given map at the given coordinates for 574 * then some close squares in the given map at the given coordinates for
664 * live objects. 575 * live objects.
667 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
668 * It returns the direction toward the first/closest live object if it finds 579 * It returns the direction toward the first/closest live object if it finds
669 * any, otherwise -1. 580 * any, otherwise -1.
670 * note that exclude can be NULL, in which case all bets are off. 581 * note that exclude can be NULL, in which case all bets are off.
671 */ 582 */
672
673int 583int
674spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
675{ 585{
676 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
677 sint16 nx, ny; 587 sint16 nx, ny;
757 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
758 668
759 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
760 670
761 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
762 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
763 } 673 }
764} 674}
765 675
766/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
767 * places them in nearby squares. 677 * places them in nearby squares.
1069 { 979 {
1070 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1071 981
1072 if (!skill) 982 if (!skill)
1073 { 983 {
1074 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 984 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name));
1075 return 0; 988 return 0;
1076 } 989 }
1077 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1078 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1079 { 994 {
1080 op->failmsg ("You lack enough skill to cast that spell!"); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997 cast_level, casting_level));
1081 return 0; 998 return 0;
1082 } 999 }
1083 } 1000 }
1084 1001
1085 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1261 case SP_SMITE: 1178 case SP_SMITE:
1262 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1180 break;
1264 1181
1265 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1266 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1267 break; 1184 break;
1268 1185
1269 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1270 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1271 break; 1188 break;
1382 { 1299 {
1383 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1384 success = 0; 1301 success = 0;
1385 } 1302 }
1386 else 1303 else
1387 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1388 break; 1305 break;
1389 1306
1390 case SP_SWARM: 1307 case SP_SWARM:
1391 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1392 break; 1309 break;

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