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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC vs.
Revision 1.92 by root, Sun Jan 11 06:08:40 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;
126 level = lerp (level, (int)spell->level, 100, 1, 100); 126 level = lerp (level, (int)spell->level, 100, 1, 100);
127 127
128 /* 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
129 * errors in various places. 129 * errors in various places.
130 */ 130 */
131 return max (level, 1); 131 return clamp (level, 1, settings.max_level);
132} 132}
133 133
134/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
247/* 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
248 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
249 * 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.
250 */ 250 */
251object * 251object *
252check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
253{ 253{
254 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
256 255
257 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name) 257 if (spop->type == SPELL && spop->name == name)
259 return spop; 258 return spop;
260 259
270 * exact match, we also return NULL. 269 * exact match, we also return NULL.
271 */ 270 */
272object * 271object *
273lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
274{ 273{
275 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
276 int nummatch = 0; 275 int nummatch = 0;
277 276
278 if (spname == NULL) 277 if (!spname)
279 return NULL; 278 return 0;
280 279
281 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
284 */ 283 */
285 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
286 { 285 {
287 if (spob->type == SPELL) 286 if (spob->type == SPELL)
288 { 287 {
288 // TODO: WTF?
289 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
290 { 290 {
291 nummatch++; 291 nummatch++;
292 spob1 = spob; 292 spob1 = spob;
293 } 293 }
298 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
300 */ 300 */
301 if (spob2) 301 if (spob2)
302 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
303 spob2 = spob; 304 spob2 = spob;
304 } 305 }
305 } 306 }
306 } 307 }
307 /* 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
308 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
309 */ 310 */
310 if (spob2) 311 if (spob2)
311 return spob2; 312 return spob2;
313
312 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
313 return spob1; 315 return spob1;
316
314 return NULL; 317 return NULL;
315} 318}
316 319
317/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
670 * Note that this is not used by any spells (summon evil monsters 673 * Note that this is not used by any spells (summon evil monsters
671 * use to call this, but best I can tell, that spell/ability was 674 * use to call this, but best I can tell, that spell/ability was
672 * never used. This is however used by various failures on the 675 * never used. This is however used by various failures on the
673 * players part (alchemy, reincarnation, etc) 676 * players part (alchemy, reincarnation, etc)
674 */ 677 */
675
676int 678int
677summon_hostile_monsters (object *op, int n, const char *monstername) 679summon_hostile_monsters (object *op, int n, const char *monstername)
678{ 680{
679 int i; 681 int i;
680 682
745 { 747 {
746 SET_ANIMATION (op, ATTACKS[i].face); 748 SET_ANIMATION (op, ATTACKS[i].face);
747 } 749 }
748} 750}
749 751
750
751/* prayer_failure: This is called when a player fails 752/* prayer_failure: This is called when a player fails
752 * at casting a prayer. 753 * at casting a prayer.
753 * op is the player. 754 * op is the player.
754 * failure is basically how much grace they had. 755 * failure is basically how much grace they had.
755 * power is how much grace the spell would normally take to cast. 756 * power is how much grace the spell would normally take to cast.
756 */ 757 */
757
758void 758void
759prayer_failure (object *op, int failure, int power) 759prayer_failure (object *op, int failure, int power)
760{ 760{
761 const char *godname; 761 const char *godname;
762 object *tmp; 762 object *tmp;
918 */ 918 */
919int 919int
920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
921{ 921{
922 const char *godname; 922 const char *godname;
923 int success = 0, cast_level = 0; 923 int success = 0;
924 object *skill = NULL; 924 object *skill = NULL;
925 925
926 if (!spell_ob) 926 if (!spell_ob)
927 { 927 {
928 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
976 976
977 int caster_level = skill->level; 977 int caster_level = skill->level;
978 978
979 if (op->path_attuned & spell_ob->path_attuned) 979 if (op->path_attuned & spell_ob->path_attuned)
980 { 980 {
981 caster_level += min (cast_level * 2, ATTUNE_REPELL); 981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)"; 982 msg = " (attuned)";
983 } 983 }
984 984
985 if (op->path_repelled & spell_ob->path_attuned) 985 if (op->path_repelled & spell_ob->path_attuned)
986 { 986 {
987 caster_level = ATTUNE_REPELL; // negative is ok 987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)"; 988 msg = " (repelled)";
989 } 989 }
990 990
991 if (spell_ob->level > caster_level) 991 if (spell_ob->level > caster_level)
992 { 992 {
999 } 999 }
1000 1000
1001 /* 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
1002 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1003 */ 1003 */
1004 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1005 { 1005 {
1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1008 { 1008 {
1009 op->failmsg ("You don't have enough mana!"); 1009 op->failmsg ("You don't have enough mana!");

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