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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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) |
|
|
275 | return 0; |
|
|
276 | |
|
|
277 | /* Try to find the spell. We store the results in spob1 |
|
|
278 | * and spob2 - spob1 is only taking the length of |
|
|
279 | * the past spname, spob2 uses the length of the spell name. |
|
|
280 | */ |
|
|
281 | for (object *spob = op->inv; spob; spob = spob->below) |
274 | for (object *spob = inv; spob; spob = spob->below) |
|
|
275 | if (spob->name == name && spob->type == SPELL) |
|
|
276 | return spob; |
282 | { |
277 | } |
|
|
278 | else |
|
|
279 | { |
|
|
280 | // case 2, match prefix |
|
|
281 | int len = strlen (prefix); |
|
|
282 | |
|
|
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 | { |
|
|
288 | nummatch++; |
|
|
289 | spob1 = spob; |
|
|
290 | } |
|
|
291 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
292 | { |
|
|
293 | /* if spells have ambiguous names, it makes matching |
|
|
294 | * really difficult. (eg, fire and fireball would |
|
|
295 | * fall into this category). It shouldn't be hard to |
|
|
296 | * make sure spell names don't overlap in that fashion. |
|
|
297 | */ |
|
|
298 | if (spob2) |
|
|
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
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300 | |
|
|
301 | spob2 = spob; |
|
|
302 | } |
|
|
303 | } |
|
|
304 | } |
|
|
305 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
306 | * on the loser match, return that, otehrwise null |
|
|
307 | */ |
|
|
308 | if (spob2) |
|
|
309 | return spob2; |
288 | return spob; |
|
|
289 | } |
310 | |
290 | |
311 | if (spob1 && nummatch == 1) |
|
|
312 | return spob1; |
|
|
313 | |
|
|
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) |
|
|
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, |
|
|
363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
364 | op, |
|
|
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
366 | |
340 | |
|
|
341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
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 | { |
… | |
… | |
386 | } |
362 | } |
387 | |
363 | |
388 | /* Returns true if it is ok to put spell *op on the space/may provided. |
364 | /* Returns true if it is ok to put spell *op on the space/may provided. |
389 | * immune_stop is basically the attacktype of the spell (why |
365 | * immune_stop is basically the attacktype of the spell (why |
390 | * passed as a different value, not sure of). If immune_stop |
366 | * passed as a different value, not sure of). If immune_stop |
391 | * has the AT_MAGIC bit set, and there is a counterwall |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
392 | * on the space, the object doesn't get placed. if immune stop |
368 | * on the space, the object doesn't get placed. if immune stop |
393 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
369 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
394 | */ |
370 | */ |
395 | int |
371 | int |
396 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
372 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
… | |
… | |
568 | tmp = op; |
544 | tmp = op; |
569 | } |
545 | } |
570 | else |
546 | else |
571 | { |
547 | { |
572 | maptile *m = op->map; |
548 | maptile *m = op->map; |
573 | sint16 x = op->x + freearr_x[dir]; |
549 | sint16 x = op->x + DIRX (dir); |
574 | sint16 y = op->y + freearr_y[dir]; |
550 | sint16 y = op->y + DIRY (dir); |
575 | |
551 | |
576 | tmp = xy_normalise (m, x, y) |
552 | tmp = xy_normalise (m, x, y) |
577 | ? m->at (x, y).player () |
553 | ? m->at (x, y).player () |
578 | : 0; |
554 | : 0; |
579 | } |
555 | } |
… | |
… | |
610 | if (exclude && exclude->type) |
586 | if (exclude && exclude->type) |
611 | owner_type = exclude->type; |
587 | owner_type = exclude->type; |
612 | |
588 | |
613 | for (i = rndm (1, 8); i < max; i++) |
589 | for (i = rndm (1, 8); i < max; i++) |
614 | { |
590 | { |
615 | nx = x + freearr_x[i]; |
591 | nx = x + DIRX (i); |
616 | ny = y + freearr_y[i]; |
592 | ny = y + DIRY (i); |
617 | mp = m; |
593 | mp = m; |
618 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
594 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
619 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
595 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
620 | continue; |
596 | continue; |
621 | |
597 | |
… | |
… | |
647 | |
623 | |
648 | if ((at = archetype::find (monstername)) == NULL) |
624 | if ((at = archetype::find (monstername)) == NULL) |
649 | return; |
625 | return; |
650 | |
626 | |
651 | /* find a free square nearby |
627 | /* find a free square nearby |
652 | * first we check the closest square for free squares |
628 | * first we check the closest square for free squares |
653 | */ |
629 | */ |
654 | |
630 | |
655 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
631 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
656 | if (dir != -1) |
632 | if (dir != -1) |
657 | { |
633 | { |
… | |
… | |
660 | */ |
636 | */ |
661 | //TODO: use expand_tail + ... |
637 | //TODO: use expand_tail + ... |
662 | while (at != NULL) |
638 | while (at != NULL) |
663 | { |
639 | { |
664 | tmp = at->instance (); |
640 | tmp = at->instance (); |
665 | tmp->x = op->x + freearr_x[dir] + at->x; |
641 | tmp->x = op->x + DIRX (dir) + at->x; |
666 | tmp->y = op->y + freearr_y[dir] + at->y; |
642 | tmp->y = op->y + DIRY (dir) + at->y; |
667 | tmp->map = op->map; |
643 | tmp->map = op->map; |
668 | if (head) |
644 | if (head) |
669 | { |
645 | { |
670 | tmp->head = head; |
646 | tmp->head = head; |
671 | prev->more = tmp; |
647 | prev->more = tmp; |
… | |
… | |
683 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
659 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
684 | |
660 | |
685 | insert_ob_in_map (head, op->map, op, 0); |
661 | insert_ob_in_map (head, op->map, op, 0); |
686 | |
662 | |
687 | /* thought it'd be cool to insert a burnout, too. */ |
663 | /* thought it'd be cool to insert a burnout, too. */ |
688 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
664 | op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op); |
689 | } |
665 | } |
690 | } |
666 | } |
691 | |
667 | |
692 | /* peterm: function which summons hostile monsters and |
668 | /* peterm: function which summons hostile monsters and |
693 | * places them in nearby squares. |
669 | * places them in nearby squares. |
… | |
… | |
744 | { AT_PARALYZE, 9}, |
720 | { AT_PARALYZE, 9}, |
745 | { AT_FEAR, 10}, |
721 | { AT_FEAR, 10}, |
746 | }; |
722 | }; |
747 | |
723 | |
748 | /* shuffle_attack: peterm |
724 | /* shuffle_attack: peterm |
749 | * This routine shuffles the attack of op to one of the |
725 | * This routine shuffles the attack of op to one of the |
750 | * ones in the list. It does this at random. It also |
726 | * ones in the list. It does this at random. It also |
751 | * chooses a face appropriate to the attack that is |
727 | * chooses a face appropriate to the attack that is |
752 | * being committed by that square at the moment. |
728 | * being committed by that square at the moment. |
753 | * right now it's being used by color spray and create pool of |
729 | * right now it's being used by color spray and create pool of |
754 | * chaos. |
730 | * chaos. |
755 | * This could really be a better implementation - the |
731 | * This could really be a better implementation - the |
756 | * faces and attacktypes above are hardcoded, which is never |
732 | * faces and attacktypes above are hardcoded, which is never |
757 | * good. The faces refer to faces in the animation sequence. |
733 | * good. The faces refer to faces in the animation sequence. |
… | |
… | |
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 | |
|
|
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 | |
… | |
… | |
970 | { |
945 | { |
971 | LOG (llevError, "cast_spell: null caster object passed\n"); |
946 | LOG (llevError, "cast_spell: null caster object passed\n"); |
972 | return 0; |
947 | return 0; |
973 | } |
948 | } |
974 | |
949 | |
975 | /* if caster is a spell casting object, this normally shouldn't be |
950 | /* if caster is a spell casting object, this normally shouldn't be |
976 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
977 | */ |
952 | */ |
978 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
953 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
979 | { |
954 | { |
980 | op->failmsg ("That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
… | |
… | |
982 | } |
957 | } |
983 | |
958 | |
984 | object *skill = 0; |
959 | object *skill = 0; |
985 | |
960 | |
986 | /* if it is a player casting the spell, and they are really casting it |
961 | /* if it is a player casting the spell, and they are really casting it |
987 | * (vs it coming from a wand, scroll, or whatever else), do some |
962 | * (vs it coming from a wand, scroll, or whatever else), do some |
988 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
989 | * don't need the SKILL, BYpass level checks, etc. The monster function |
964 | * don't need the SKILL, BYpass level checks, etc. The monster function |
990 | * should take care of that. |
965 | * should take care of that. |
991 | * Remove the wiz check here and move it further down - some spells |
966 | * Remove the wiz check here and move it further down - some spells |
992 | * need to have the right skill pointer passed, so we need to |
967 | * need to have the right skill pointer passed, so we need to |
… | |
… | |
1024 | } |
999 | } |
1025 | |
1000 | |
1026 | if (spell_ob->level > caster_level) |
1001 | if (spell_ob->level > caster_level) |
1027 | { |
1002 | { |
1028 | op->failmsgf ("You lack enough skill to cast that spell! " |
1003 | op->failmsgf ("You lack enough skill to cast that spell! " |
1029 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1004 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1030 | caster_level, msg, spell_ob->level); |
1005 | caster_level, msg, spell_ob->level); |
1031 | if (!op->is_wiz ()) |
1006 | if (!op->is_wiz ()) |
1032 | return 0; |
1007 | return 0; |
1033 | } |
1008 | } |
1034 | } |
1009 | } |
… | |
… | |
1130 | |
1105 | |
1131 | // undo the flood protection from earlier |
1106 | // undo the flood protection from earlier |
1132 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1133 | |
1108 | |
1134 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1135 | * if the player is casting it, then we use the time in |
1110 | * if the player is casting it, then we use the time in |
1136 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1137 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
1138 | * behalf (eg, altars, and whatever else) shouldn't cost |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1139 | * the player any time. |
1114 | * the player any time. |
1140 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |