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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.75 by root, Mon Jul 14 00:04:57 2008 UTC vs.
Revision 1.81 by root, Mon Sep 29 10:20:49 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
85void 83void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
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);
88}
89
90static int
91attuned_bonus (object *caster, object *spell, int level)
92{
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
90} 98}
91 99
92/* 100/*
93 * This function takes a caster and spell and presents the 101 * This function takes a caster and spell and presents the
94 * effective level the caster needs to be to cast the spell. 102 * effective level the caster needs to be to cast the spell.
101 */ 109 */
102int 110int
103min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
104{ 112{
105 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
106 return 1; 114 return 500;
107 115
108 int new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 117}
114 118
115/* This function returns the effective level the spell 119/* This function returns the effective level the spell
116 * is being cast at. 120 * 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 */ 121 */
121int 122int
122caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
123{ 124{
124 int level = caster->level; 125 int level = caster->level;
125 126
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 127 /* 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) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
131 132
132 level = min (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
133 } 134 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 135 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++) 136 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) 137 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 138
142 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 140
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
145 146
146 /* Always make this at least 1. If this is zero, we get divide by zero 147 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 148 * errors in various places.
148 */ 149 */
149 return max (level, 1); 150 return max (level, 1);
158 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 160 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 161 * 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. 162 * mana. In that case, we return which ever value is higher.
162 */ 163 */
163
164sint16 164sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 166{
167 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
168 168
169 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
170 { 170 {
171 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
172 { 172 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 213 return 0;
214 } 214 }
215} 215}
216 216
217/*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222static int
223SP_casting_level (object *caster, object *spell)
224{
225 return casting_level (caster, spell);
226}
227
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
219 */ 230 */
220int 231int
221SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
222{ 233{
223 if (!spob->dam_modifier) 234 if (!spob->dam_modifier)
224 return 0; 235 return 0;
225 236
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 237 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 238}
229 239
230/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
236{ 246{
237 if (!spob->duration_modifier) 247 if (!spob->duration_modifier)
238 return 0; 248 return 0;
239 249
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 250 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 251}
243 252
244/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
250{ 259{
251 if (!spob->range_modifier) 260 if (!spob->range_modifier)
252 return 0; 261 return 0;
253 262
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 263 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 264}
257 265
258/* Checks to see if player knows the spell. If the name is the same 266/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 268 * returns 1 if they know the spell, 0 if they don't.
269 if (spop->type == SPELL && spop->name == name) 277 if (spop->type == SPELL && spop->name == name)
270 return spop; 278 return spop;
271 279
272 return 0; 280 return 0;
273} 281}
274
275 282
276/* 283/*
277 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 289 * exact match, we also return NULL.
283 */ 290 */
284
285object * 291object *
286lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
287{ 293{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
289 int nummatch = 0; 295 int nummatch = 0;
335 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
336 */ 342 */
337int 343int
338reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
339{ 345{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 347 return 0;
348
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 353 return 1;
349 354
490 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
491 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
492 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
493 tmp->direction = dir; 498 tmp->direction = dir;
494 tmp->set_owner (op); 499 tmp->set_owner (op);
495 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
496 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
497 502
498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
500 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
781 if (failure <= -20 && failure > -40) /* wonder */ 786 if (failure <= -20 && failure > -40) /* wonder */
782 { 787 {
783 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 788 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
784 tmp = get_archetype (SPELL_WONDER); 789 tmp = get_archetype (SPELL_WONDER);
785 cast_cone (op, op, 0, tmp); 790 cast_cone (op, op, 0, tmp);
786 tmp->destroy (); 791 tmp->destroy (true);
787 } 792 }
788 793
789 else if (failure <= -40 && failure > -60) /* confusion */ 794 else if (failure <= -40 && failure > -60) /* confusion */
790 { 795 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 796 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
825 if (failure <= -20 && failure > -40) /* wonder */ 830 if (failure <= -20 && failure > -40) /* wonder */
826 { 831 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 832 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
828 tmp = get_archetype (SPELL_WONDER); 833 tmp = get_archetype (SPELL_WONDER);
829 cast_cone (op, op, 0, tmp); 834 cast_cone (op, op, 0, tmp);
830 tmp->destroy (); 835 tmp->destroy (true);
831 } 836 }
832 837
833 else if (failure <= -40 && failure > -60) /* confusion */ 838 else if (failure <= -40 && failure > -60) /* confusion */
834 { 839 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 840 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
971 * need to have the right skill pointer passed, so we need to 976 * need to have the right skill pointer passed, so we need to
972 * at least process that code. 977 * at least process that code.
973 */ 978 */
974 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
975 { 980 {
976 cast_level = caster_level (caster, spell_ob);
977
978 if (spell_ob->skill) 981 if (spell_ob->skill)
979 { 982 {
980 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
981 984
982 if (!skill) 985 if (!skill)
983 { 986 {
984 op->failmsg (format ("You need the skill %s to cast %s! " 987 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll " 988 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>", 989 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name)); 990 &spell_ob->skill, &spell_ob->name));
988 return 0; 991 return 0;
989 } 992 }
990 993
991 int casting_level = min_casting_level (op, spell_ob); 994 const char *msg = "";
992 995
993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
999 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
994 { 1011 {
995 op->failmsg (format ("You lack enough skill to cast that spell! " 1012 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?>", 1013 "H<Your effective cast level is %d%s, but level %d is required.>",
997 cast_level, casting_level)); 1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
998 return 0; 1016 return 0;
999 } 1017 }
1000 } 1018 }
1001 1019
1002 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1003 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1435 check_bullet (op); 1453 check_bullet (op);
1436 return; 1454 return;
1437 } 1455 }
1438} 1456}
1439 1457
1440/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1441 * moves onto a spell effect and the walk_on or fly_on flags 1459 * moves onto a spell effect and the walk_on or fly_on flags
1442 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1443 * objects of the appropraite type. 1461 * objects of the appropriate type.
1444 */ 1462 */
1445void 1463void
1446apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1447{ 1465{
1448 switch (spell->subtype) 1466 switch (spell->subtype)
1454 1472
1455 case SP_MAGIC_MISSILE: 1473 case SP_MAGIC_MISSILE:
1456 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1457 { 1475 {
1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459
1460 if (!spell->destroyed ())
1461 spell->destroy (); 1477 spell->destroy (true);
1462 } 1478 }
1463 break; 1479 break;
1464 1480
1465 case SP_MOVING_BALL: 1481 case SP_MOVING_BALL:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1482 if (QUERY_FLAG (victim, FLAG_ALIVE))
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1468 else if (victim->materialname) 1484 else if (victim->materialname)
1469 save_throw_object (victim, spell->attacktype, spell); 1485 save_throw_object (victim, spell->attacktype, spell);
1470 break;
1471 }
1472}
1473 1486
1487 break;
1488 }
1489}
1490

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