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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.77 by root, Sun Sep 28 15:49:08 2008 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 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 {
214 } 195 }
215} 196}
216 197
217/* 198/*
218 * Return the effective casting level of the spell. 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
219 */ 202 */
220static int 203static int
221SP_casting_level (object *caster, object *spell) 204SP_casting_level (object *caster, object *spell)
222{ 205{
223 int level = caster_level (caster, spell);
224 return max (0, level - min_casting_level (caster, spell)); 206 return casting_level (caster, spell);
225} 207}
226 208
227/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
229 */ 211 */
257SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
258{ 240{
259 if (!spob->range_modifier) 241 if (!spob->range_modifier)
260 return 0; 242 return 0;
261 243
262 int level = caster_level (caster, spob);
263 return SP_casting_level (caster, spob) / spob->range_modifier; 244 return SP_casting_level (caster, spob) / spob->range_modifier;
264} 245}
265 246
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.
277 if (spop->type == SPELL && spop->name == name) 258 if (spop->type == SPELL && spop->name == name)
278 return spop; 259 return spop;
279 260
280 return 0; 261 return 0;
281} 262}
282
283 263
284/* 264/*
285 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
286 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
287 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
288 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
289 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
290 * exact match, we also return NULL. 270 * exact match, we also return NULL.
291 */ 271 */
292
293object * 272object *
294lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
295{ 274{
296 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
297 int nummatch = 0; 276 int nummatch = 0;
343 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
344 */ 323 */
345int 324int
346reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
347{ 326{
348 object *op;
349
350 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
351 return 0; 328 return 0;
329
352 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)
353 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
354 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
355 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 return 1; 334 return 1;
357 335
498 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
499 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
501 tmp->direction = dir; 479 tmp->direction = dir;
502 tmp->set_owner (op); 480 tmp->set_owner (op);
503 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
504 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
505 483
506 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
979 * 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
980 * at least process that code. 958 * at least process that code.
981 */ 959 */
982 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
983 { 961 {
984 cast_level = caster_level (caster, spell_ob);
985
986 if (spell_ob->skill) 962 if (spell_ob->skill)
987 { 963 {
988 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
989 965
990 if (!skill) 966 if (!skill)
991 { 967 {
992 op->failmsg (format ("You need the skill %s to cast %s! " 968 op->failmsg (format ("You need the skill %s to cast %s! "
993 "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 "
994 "or you need to wear a talisman or holy symbol.>", 970 "or you need to wear a talisman or holy symbol.>",
995 &spell_ob->skill, &spell_ob->name)); 971 &spell_ob->skill, &spell_ob->name));
996 return 0; 972 return 0;
997 } 973 }
998 974
999 int casting_level = min_casting_level (op, spell_ob); 975 const char *msg = "";
1000 976
1001 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 (cast_level * 2, 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)
1002 { 992 {
1003 op->failmsg (format ("You lack enough skill to cast that spell! " 993 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?>", 994 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 cast_level, casting_level)); 995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1006 return 0; 997 return 0;
1007 } 998 }
1008 } 999 }
1009 1000
1010 /* 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
1011 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1462 1453
1463 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1464 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1465 { 1456 {
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467
1468 if (!spell->destroyed ())
1469 spell->destroy (); 1458 spell->destroy ();
1470 } 1459 }
1471 break; 1460 break;
1472 1461
1473 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1476 else if (victim->materialname) 1465 else if (victim->materialname)
1477 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1478 break;
1479 }
1480}
1481 1467
1468 break;
1469 }
1470}
1471

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