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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
255 | return spop; |
255 | return spop; |
256 | |
256 | |
257 | return 0; |
257 | return 0; |
258 | } |
258 | } |
259 | |
259 | |
260 | /* |
260 | /* |
261 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
262 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
263 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
264 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
265 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
266 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
267 | */ |
267 | */ |
268 | object * |
268 | object * |
269 | lookup_spell_by_name (object *op, const char *spname) |
269 | object::find_spell (const_utf8_string prefix) const |
270 | { |
270 | { |
271 | object *spob1 = 0, *spob2 = 0; |
271 | if (shstr_cmp name = prefix) |
272 | int nummatch = 0; |
272 | { |
273 | |
273 | // case 1, match spell name exactly |
274 | if (!spname) |
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275 | return 0; |
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276 | |
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277 | /* Try to find the spell. We store the results in spob1 |
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278 | * and spob2 - spob1 is only taking the length of |
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279 | * the past spname, spob2 uses the length of the spell name. |
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280 | */ |
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281 | for (object *spob = op->inv; spob; spob = spob->below) |
274 | for (object *spob = inv; spob; spob = spob->below) |
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275 | if (spob->name == name && spob->type == SPELL) |
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276 | return spob; |
282 | { |
277 | } |
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278 | else |
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279 | { |
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280 | // case 2, match prefix |
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281 | int len = strlen (prefix); |
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282 | |
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283 | for (object *spob = inv; spob; spob = spob->below) |
283 | if (spob->type == SPELL) |
284 | if (spob->type == SPELL |
284 | { |
285 | && spob->name.length () < len |
285 | // TODO: WTF? |
286 | && prefix [spob->name.length ()] <= ' ' |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
287 | && !memcmp (prefix, spob->name, spob->name.length ())) |
287 | { |
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288 | nummatch++; |
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289 | spob1 = spob; |
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290 | } |
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291 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
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292 | { |
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293 | /* if spells have ambiguous names, it makes matching |
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294 | * really difficult. (eg, fire and fireball would |
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295 | * fall into this category). It shouldn't be hard to |
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296 | * make sure spell names don't overlap in that fashion. |
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297 | */ |
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298 | if (spob2) |
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299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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300 | |
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301 | spob2 = spob; |
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302 | } |
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303 | } |
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304 | } |
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305 | /* if we have best match, return it. Otherwise, if we have one match |
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306 | * on the loser match, return that, otehrwise null |
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307 | */ |
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308 | if (spob2) |
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309 | return spob2; |
288 | return spob; |
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289 | } |
310 | |
290 | |
311 | if (spob1 && nummatch == 1) |
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312 | return spob1; |
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313 | |
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314 | return NULL; |
291 | return 0; |
315 | } |
292 | } |
316 | |
293 | |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
294 | /* reflwall - decides weither the (spell-)object sp_op will |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
295 | * be reflected from the given mapsquare. Returns 1 if true. |
319 | * (Note that for living creatures there is a small chance that |
296 | * (Note that for living creatures there is a small chance that |
… | |
… | |
338 | |
315 | |
339 | /* cast_create_object: creates object new_op in direction dir |
316 | /* cast_create_object: creates object new_op in direction dir |
340 | * or if that is blocked, beneath the player (op). |
317 | * or if that is blocked, beneath the player (op). |
341 | * we pass 'caster', but don't use it for anything. |
318 | * we pass 'caster', but don't use it for anything. |
342 | * This is really just a simple wrapper function . |
319 | * This is really just a simple wrapper function . |
343 | * returns the direction that the object was actually placed |
320 | * returns true to indicate whether the operation was successful. |
344 | * in. |
321 | * destroys the object is unsuccessful. |
345 | */ |
322 | */ |
346 | int |
323 | bool |
347 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
324 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
348 | { |
325 | { |
349 | maptile *m; |
326 | mapxy pos (op); |
350 | sint16 sx, sy; |
327 | pos.move (dir); |
351 | |
328 | |
352 | if (dir && |
329 | if (!pos.normalise () |
353 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
330 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
354 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
331 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
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332 | ) |
355 | { |
333 | { |
356 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
334 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
335 | new_op->destroy (); |
358 | dir = 0; |
336 | return 0; |
359 | } |
337 | } |
360 | |
338 | |
361 | new_op->set_flag (FLAG_IDENTIFIED); |
339 | new_op->set_flag (FLAG_IDENTIFIED); |
362 | op->map->insert (new_op, |
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363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
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364 | op, |
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365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
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366 | |
340 | |
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341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
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342 | |
367 | return dir; |
343 | return 1; |
368 | } |
344 | } |
369 | |
345 | |
370 | static bool |
346 | static bool |
371 | mergable_owner (object *o1, object *o2) |
347 | mergable_owner (object *o1, object *o2) |
372 | { |
348 | { |
… | |
… | |
820 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
796 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
821 | cast_magic_storm (op, tmp, power); |
797 | cast_magic_storm (op, tmp, power); |
822 | } |
798 | } |
823 | } |
799 | } |
824 | |
800 | |
825 | /* |
801 | /* |
826 | * spell_failure() handles the various effects for differing degrees |
802 | * spell_failure() handles the various effects for differing degrees |
827 | * of failure badness. |
803 | * of failure badness. |
828 | * op is the player that failed. |
804 | * op is the player that failed. |
829 | * failure is a random value of how badly you failed. |
805 | * failure is a random value of how badly you failed. |
830 | * power is how many spellpoints you'd normally need for the spell. |
806 | * power is how many spellpoints you'd normally need for the spell. |
831 | * skill is the skill you'd need to cast the spell. |
807 | * skill is the skill you'd need to cast the spell. |
832 | */ |
808 | */ |
833 | |
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834 | void |
809 | void |
835 | spell_failure (object *op, int failure, int power, object *skill) |
810 | spell_failure (object *op, int failure, int power, object *skill) |
836 | { |
811 | { |
837 | object *tmp; |
812 | object *tmp; |
838 | |
813 | |