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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.80 by root, Mon Sep 29 08:25:02 2008 UTC vs.
Revision 1.94 by root, Tue Feb 17 03:53:31 2009 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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
33/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 35 * matching spells are used.
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 41
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 45
46 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
47 if (!k) 47 if (!k)
48 return NULL; 48 return NULL;
49 49
50 s = RANDOM () % k; 50 s = rndm (k);
51 51
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 54 if (!s)
55 return tmp; 55 return tmp;
95 // repell has no such quarrels 95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98} 98}
99 99
100/*
101 * This function takes a caster and spell and presents the
102 * effective level the caster needs to be to cast the spell.
103 * basically, it just adjusts the spell->level with attuned/repelled
104 * spellpaths. Was called path_level_mod.
105 *
106 * caster is person casting the spell.
107 * spell is the spell object.
108 * Returns modified level.
109 */
110int
111min_casting_level (object *caster, object *spell)
112{
113 if (caster->path_denied & spell->path_attuned)
114 return 500;
115
116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
117}
118
119/* This function returns the effective level the spell 100/* This function returns the effective level the spell
120 * is being cast at. 101 * is being cast at.
121 */ 102 */
122int 103int
123casting_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
145 level = lerp (level, (int)spell->level, 100, 1, 100); 126 level = lerp (level, (int)spell->level, 100, 1, 100);
146 127
147 /* 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
148 * errors in various places. 129 * errors in various places.
149 */ 130 */
150 return max (level, 1); 131 return clamp (level, 1, settings.max_level);
151} 132}
152 133
153/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
154 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
155 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
266/* 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
267 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
268 * 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 */ 250 */
270object * 251object *
271check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
272{ 253{
273 object *spop; 254 object *spop;
274 shstr_cmp name_ (name);
275 255
276 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name) 257 if (spop->type == SPELL && spop->name == name)
278 return spop; 258 return spop;
279 259
289 * exact match, we also return NULL. 269 * exact match, we also return NULL.
290 */ 270 */
291object * 271object *
292lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
293{ 273{
294 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
295 int nummatch = 0; 275 int nummatch = 0;
296 276
297 if (spname == NULL) 277 if (!spname)
298 return NULL; 278 return 0;
299 279
300 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
301 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
302 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
303 */ 283 */
304 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
305 { 285 {
306 if (spob->type == SPELL) 286 if (spob->type == SPELL)
307 { 287 {
288 // TODO: WTF?
308 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
309 { 290 {
310 nummatch++; 291 nummatch++;
311 spob1 = spob; 292 spob1 = spob;
312 } 293 }
317 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
318 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
319 */ 300 */
320 if (spob2) 301 if (spob2)
321 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
322 spob2 = spob; 304 spob2 = spob;
323 } 305 }
324 } 306 }
325 } 307 }
326 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
327 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
328 */ 310 */
329 if (spob2) 311 if (spob2)
330 return spob2; 312 return spob2;
313
331 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
332 return spob1; 315 return spob1;
316
333 return NULL; 317 return NULL;
334} 318}
335 319
336/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
337 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
437 * limits one spell effect per space per spell. This is definately 421 * limits one spell effect per space per spell. This is definately
438 * needed for performance reasons, and just for playability I believe. 422 * needed for performance reasons, and just for playability I believe.
439 * there are no such things as multispaced spells right now, so 423 * there are no such things as multispaced spells right now, so
440 * we don't need to worry about the head. 424 * we don't need to worry about the head.
441 */ 425 */
442 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) 426 if (tmp->stats.maxhp == op->stats.maxhp
427 && tmp->type == op->type
428 && tmp->subtype == op->subtype)
443 return 0; 429 return 0;
444 430
445 /* 431 /*
446 * Combine similar spell effects into one spell effect. Needed for 432 * Combine similar spell effects into one spell effect. Needed for
447 * performance reasons with meteor swarm and the like, but also for 433 * performance reasons with meteor swarm and the like, but also for
689 * Note that this is not used by any spells (summon evil monsters 675 * Note that this is not used by any spells (summon evil monsters
690 * use to call this, but best I can tell, that spell/ability was 676 * use to call this, but best I can tell, that spell/ability was
691 * never used. This is however used by various failures on the 677 * never used. This is however used by various failures on the
692 * players part (alchemy, reincarnation, etc) 678 * players part (alchemy, reincarnation, etc)
693 */ 679 */
694
695int 680int
696summon_hostile_monsters (object *op, int n, const char *monstername) 681summon_hostile_monsters (object *op, int n, const char *monstername)
697{ 682{
698 int i; 683 int i;
699 684
764 { 749 {
765 SET_ANIMATION (op, ATTACKS[i].face); 750 SET_ANIMATION (op, ATTACKS[i].face);
766 } 751 }
767} 752}
768 753
769
770/* prayer_failure: This is called when a player fails 754/* prayer_failure: This is called when a player fails
771 * at casting a prayer. 755 * at casting a prayer.
772 * op is the player. 756 * op is the player.
773 * failure is basically how much grace they had. 757 * failure is basically how much grace they had.
774 * power is how much grace the spell would normally take to cast. 758 * power is how much grace the spell would normally take to cast.
775 */ 759 */
776
777void 760void
778prayer_failure (object *op, int failure, int power) 761prayer_failure (object *op, int failure, int power)
779{ 762{
780 const char *godname; 763 const char *godname;
781 object *tmp; 764 object *tmp;
937 */ 920 */
938int 921int
939cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 922cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
940{ 923{
941 const char *godname; 924 const char *godname;
942 int success = 0, cast_level = 0; 925 int success = 0;
943 object *skill = NULL; 926 object *skill = NULL;
944 927
945 if (!spell_ob) 928 if (!spell_ob)
946 { 929 {
947 LOG (llevError, "cast_spell: null spell object passed\n"); 930 LOG (llevError, "cast_spell: null spell object passed\n");
995 978
996 int caster_level = skill->level; 979 int caster_level = skill->level;
997 980
998 if (op->path_attuned & spell_ob->path_attuned) 981 if (op->path_attuned & spell_ob->path_attuned)
999 { 982 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL); 983 caster_level += min (caster_level, ATTUNE_REPELL);
1001 msg = " (attuned)"; 984 msg = " (attuned)";
1002 } 985 }
1003 986
1004 if (op->path_repelled & spell_ob->path_attuned) 987 if (op->path_repelled & spell_ob->path_attuned)
1005 { 988 {
1006 caster_level = ATTUNE_REPELL; // negative is ok 989 caster_level -= ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)"; 990 msg = " (repelled)";
1008 } 991 }
1009 992
1010 if (spell_ob->level > caster_level) 993 if (spell_ob->level > caster_level)
1011 { 994 {
1018 } 1001 }
1019 1002
1020 /* If the caster is the wiz, they don't ever fail, and don't have 1003 /* If the caster is the wiz, they don't ever fail, and don't have
1021 * to have sufficient grace/mana. 1004 * to have sufficient grace/mana.
1022 */ 1005 */
1023 if (!QUERY_FLAG (op, FLAG_WIZ)) 1006 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1024 { 1007 {
1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1008 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1009 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1027 { 1010 {
1028 op->failmsg ("You don't have enough mana!"); 1011 op->failmsg ("You don't have enough mana!");
1157 return RESULT_INT (0); 1140 return RESULT_INT (0);
1158 1141
1159 switch (spell_ob->subtype) 1142 switch (spell_ob->subtype)
1160 { 1143 {
1161 /* The order of case statements is same as the order they show up 1144 /* The order of case statements is same as the order they show up
1162 * in in spells.h. 1145 * in spells.h.
1163 */ 1146 */
1164 case SP_RAISE_DEAD: 1147 case SP_RAISE_DEAD:
1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1148 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1166 break; 1149 break;
1167 1150
1472 1455
1473 case SP_MAGIC_MISSILE: 1456 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1457 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 { 1458 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477
1478 if (!spell->destroyed ())
1479 spell->destroy (); 1460 spell->destroy ();
1480 } 1461 }
1481 break; 1462 break;
1482 1463
1483 case SP_MOVING_BALL: 1464 case SP_MOVING_BALL:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1465 if (QUERY_FLAG (victim, FLAG_ALIVE))
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 else if (victim->materialname) 1467 else if (victim->materialname)
1487 save_throw_object (victim, spell->attacktype, spell); 1468 save_throw_object (victim, spell->attacktype, spell);
1488 break;
1489 }
1490}
1491 1469
1470 break;
1471 }
1472}
1473
1474/**
1475 * This function will let a fireball explode at the position of
1476 * the victim with a specific maximum level.
1477 */
1478void
1479create_exploding_ball_at (object *victim, int level)
1480{
1481 object *ball = get_archetype (EXPLODING_FIREBALL);
1482 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1483 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1484 ball->insert_at (victim);
1485}

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