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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.88 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.99 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
33/* This returns a random spell from 'ob'. If skill is set, then 34/* 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 35 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 42
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
126 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
127 128
128 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
129 * errors in various places. 130 * errors in various places.
130 */ 131 */
131 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
132} 133}
133 134
134/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
247/* Checks to see if player knows the spell. If the name is the same 248/* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't. 250 * returns 1 if they know the spell, 0 if they don't.
250 */ 251 */
251object * 252object *
252check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
253{ 254{
254 object *spop; 255 object *spop;
255 shstr_cmp name_ (name);
256 256
257 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name) 258 if (spop->type == SPELL && spop->name == name)
259 return spop; 259 return spop;
260 260
270 * exact match, we also return NULL. 270 * exact match, we also return NULL.
271 */ 271 */
272object * 272object *
273lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
274{ 274{
275 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
276 int nummatch = 0; 276 int nummatch = 0;
277 277
278 if (spname == NULL) 278 if (!spname)
279 return NULL; 279 return 0;
280 280
281 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
284 */ 284 */
285 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
286 { 286 {
287 if (spob->type == SPELL) 287 if (spob->type == SPELL)
288 { 288 {
289 // TODO: WTF?
289 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
290 { 291 {
291 nummatch++; 292 nummatch++;
292 spob1 = spob; 293 spob1 = spob;
293 } 294 }
298 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
300 */ 301 */
301 if (spob2) 302 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
303 spob2 = spob; 305 spob2 = spob;
304 } 306 }
305 } 307 }
306 } 308 }
307 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
308 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
309 */ 311 */
310 if (spob2) 312 if (spob2)
311 return spob2; 313 return spob2;
314
312 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
313 return spob1; 316 return spob1;
317
314 return NULL; 318 return NULL;
315} 319}
316 320
317/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
365 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
366 370
367 return dir; 371 return dir;
368} 372}
369 373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
390}
391
370/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
371 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
372 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
373 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
374 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
375 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
376 *
377 */ 398 */
378int 399int
379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
380{ 401{
381 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
384 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
385 ms.update (); 406 ms.update ();
386 407
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
388 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
389 412
390 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
391 { 414 {
392 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
393 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
412 // (and those shouldn't go away from 435 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
415 return 0; 438 return 0;
416 439
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
432 && tmp->type == op->type 440 if (tmp->type == op->type)
433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
436 { 441 {
437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
438 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
439 tmp->duration = MAX (tmp->duration, op->duration); 444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
440 return 0; 474 return 0;
441 } 475 }
442 476
443 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
444 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
445 */ 479 */
670 * Note that this is not used by any spells (summon evil monsters 704 * 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 705 * 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 706 * never used. This is however used by various failures on the
673 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
674 */ 708 */
675
676int 709int
677summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
678{ 711{
679 int i; 712 int i;
680 713
855 } 888 }
856 } 889 }
857} 890}
858 891
859int 892int
860cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
861{ 894{
862 int success;
863 object *spell;
864
865 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
866 { 896 {
867 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
868 return 0; 898 return 0;
869 } 899 }
870 900
871 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
872 902
873 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
874 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
875 905
876 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
877 { 907 {
878 spell->remove (); 908 spell->remove ();
879 return success; 909 return success;
880 } 910 }
881 911
882 for_all_players (pl) 912 for_all_players (pl)
883 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
884 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
885 917
886 spell->remove (); 918 spell->remove ();
887 return success; 919 return success;
888} 920}
889 921
895 * same as op. 927 * same as op.
896 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
897 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
898 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
899 * we can determine what to do. 931 * we can determine what to do.
900 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
901 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
902 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
903 * etc. 935 * etc.
904 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
905 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
913 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
914 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
915 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
916 */ 948 */
917int 949int
918cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
919{ 951{
920 const char *godname; 952 const char *godname;
921 int success = 0; 953 int success = 0;
922 object *skill = NULL; 954 object *skill = NULL;
923 955
1130 } 1162 }
1131 1163
1132 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1133 } 1165 }
1134 1166
1135 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1136 return RESULT_INT (0); 1168 return RESULT_INT (0);
1137 1169
1138 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1139 { 1171 {
1140 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1141 * in in spells.h. 1173 * in spells.h.
1142 */ 1174 */
1143 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1144 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1145 break; 1177 break;
1146 1178
1147 case SP_RUNE: 1179 case SP_RUNE:
1148 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1149 break; 1181 break;
1150 1182
1151 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1152 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1153 break; 1185 break;
1154 1186
1155 case SP_BOLT: 1187 case SP_BOLT:
1156 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1157 break; 1189 break;
1186 1218
1187 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1188 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1189 * moved. 1221 * moved.
1190 */ 1222 */
1191 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1192 break; 1224 break;
1193 1225
1194 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1195 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1196 { 1228 {
1229 case SP_HEALING: 1261 case SP_HEALING:
1230 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1231 break; 1263 break;
1232 1264
1233 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1234 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1235 break; 1267 break;
1236 1268
1237 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1238 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1239 break; 1271 break;
1249 case SP_CURSE: 1281 case SP_CURSE:
1250 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1251 break; 1283 break;
1252 1284
1253 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1254 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1255 break; 1287 break;
1256 1288
1257 case SP_CHARGING: 1289 case SP_CHARGING:
1258 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1259 break; 1291 break;
1313 /* in rune.c */ 1345 /* in rune.c */
1314 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1315 break; 1347 break;
1316 1348
1317 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1318 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1319 break; 1351 break;
1320 1352
1321 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1322 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1323 break; 1355 break;
1345 case SP_AURA: 1377 case SP_AURA:
1346 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1347 break; 1379 break;
1348 1380
1349 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1350 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1351 break; 1383 break;
1352 1384
1353 default: 1385 default:
1354 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1355 } 1387 }
1465 1497
1466 break; 1498 break;
1467 } 1499 }
1468} 1500}
1469 1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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