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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.125 by root, Mon Nov 12 03:48:34 2012 UTC vs.
Revision 1.129 by root, Sun Jan 29 02:47:06 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
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 */
268object * 268object *
269lookup_spell_by_name (object *op, const char *spname) 269object::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);
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
385} 362}
386 363
387/* 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.
388 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
389 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
390 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
391 * 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
392 * 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.
393 */ 370 */
394int 371int
395ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 372ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
646 623
647 if ((at = archetype::find (monstername)) == NULL) 624 if ((at = archetype::find (monstername)) == NULL)
648 return; 625 return;
649 626
650 /* find a free square nearby 627 /* find a free square nearby
651 * first we check the closest square for free squares 628 * first we check the closest square for free squares
652 */ 629 */
653 630
654 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);
655 if (dir != -1) 632 if (dir != -1)
656 { 633 {
743 { AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
744 { AT_FEAR, 10}, 721 { AT_FEAR, 10},
745}; 722};
746 723
747/* shuffle_attack: peterm 724/* shuffle_attack: peterm
748 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
749 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
750 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
751 * being committed by that square at the moment. 728 * being committed by that square at the moment.
752 * 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
753 * chaos. 730 * chaos.
754 * This could really be a better implementation - the 731 * This could really be a better implementation - the
755 * faces and attacktypes above are hardcoded, which is never 732 * faces and attacktypes above are hardcoded, which is never
756 * good. The faces refer to faces in the animation sequence. 733 * good. The faces refer to faces in the animation sequence.
968 { 945 {
969 LOG (llevError, "cast_spell: null caster object passed\n"); 946 LOG (llevError, "cast_spell: null caster object passed\n");
970 return 0; 947 return 0;
971 } 948 }
972 949
973 /* 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
974 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
975 */ 952 */
976 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])
977 { 954 {
978 op->failmsg ("That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
980 } 957 }
981 958
982 object *skill = 0; 959 object *skill = 0;
983 960
984 /* 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
985 * (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
986 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
987 * 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
988 * should take care of that. 965 * should take care of that.
989 * 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
990 * 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
1022 } 999 }
1023 1000
1024 if (spell_ob->level > caster_level) 1001 if (spell_ob->level > caster_level)
1025 { 1002 {
1026 op->failmsgf ("You lack enough skill to cast that spell! " 1003 op->failmsgf ("You lack enough skill to cast that spell! "
1027 "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.>",
1028 caster_level, msg, spell_ob->level); 1005 caster_level, msg, spell_ob->level);
1029 if (!op->is_wiz ()) 1006 if (!op->is_wiz ())
1030 return 0; 1007 return 0;
1031 } 1008 }
1032 } 1009 }
1128 1105
1129 // undo the flood protection from earlier 1106 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure 1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131 1108
1132 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1133 * 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
1134 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1135 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1136 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1137 * the player any time. 1114 * the player any time.
1138 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls

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