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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.78 by root, Sun Sep 28 15:51:04 2008 UTC vs.
Revision 1.80 by root, Mon Sep 29 08:25:02 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 ? +ATTUNE_REPELL : 0)
110 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 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 ? -ATTUNE_REPELL : 0; 140
144 level += caster->path_attuned & spell->path_attuned ? +ATTUNE_REPELL : 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 {
214 } 214 }
215} 215}
216 216
217/* 217/*
218 * Return the effective casting level of the spell. 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
219 */ 221 */
220static int 222static int
221SP_casting_level (object *caster, object *spell) 223SP_casting_level (object *caster, object *spell)
222{ 224{
223 int level = caster_level (caster, spell);
224 return max (0, level - min_casting_level (caster, spell)); 225 return casting_level (caster, spell);
225} 226}
226 227
227/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
229 */ 230 */
257SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
258{ 259{
259 if (!spob->range_modifier) 260 if (!spob->range_modifier)
260 return 0; 261 return 0;
261 262
262 int level = caster_level (caster, spob);
263 return SP_casting_level (caster, spob) / spob->range_modifier; 263 return SP_casting_level (caster, spob) / spob->range_modifier;
264} 264}
265 265
266/* 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
267 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
277 if (spop->type == SPELL && spop->name == name) 277 if (spop->type == SPELL && spop->name == name)
278 return spop; 278 return spop;
279 279
280 return 0; 280 return 0;
281} 281}
282
283 282
284/* 283/*
285 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
286 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
287 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
288 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
289 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
290 * exact match, we also return NULL. 289 * exact match, we also return NULL.
291 */ 290 */
292
293object * 291object *
294lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
295{ 293{
296 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
297 int nummatch = 0; 295 int nummatch = 0;
343 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
344 */ 342 */
345int 343int
346reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
347{ 345{
348 object *op;
349
350 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
351 return 0; 347 return 0;
348
352 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)
353 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
354 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
355 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 return 1; 353 return 1;
357 354
498 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
499 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
501 tmp->direction = dir; 498 tmp->direction = dir;
502 tmp->set_owner (op); 499 tmp->set_owner (op);
503 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
504 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
505 502
506 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
979 * 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
980 * at least process that code. 977 * at least process that code.
981 */ 978 */
982 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
983 { 980 {
984 cast_level = caster_level (caster, spell_ob);
985
986 if (spell_ob->skill) 981 if (spell_ob->skill)
987 { 982 {
988 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
989 984
990 if (!skill) 985 if (!skill)
991 { 986 {
992 op->failmsg (format ("You need the skill %s to cast %s! " 987 op->failmsg (format ("You need the skill %s to cast %s! "
993 "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 "
994 "or you need to wear a talisman or holy symbol.>", 989 "or you need to wear a talisman or holy symbol.>",
995 &spell_ob->skill, &spell_ob->name)); 990 &spell_ob->skill, &spell_ob->name));
996 return 0; 991 return 0;
997 } 992 }
998 993
999 int casting_level = min_casting_level (op, spell_ob); 994 const char *msg = "";
1000 995
1001 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)
1002 { 1011 {
1003 op->failmsg (format ("You lack enough skill to cast that spell! " 1012 op->failmsg (format ("You lack enough skill to cast that spell! "
1004 "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.>",
1005 cast_level, casting_level)); 1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1006 return 0; 1016 return 0;
1007 } 1017 }
1008 } 1018 }
1009 1019
1010 /* 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
1011 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.

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