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 |
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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 |
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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 | */ |
394 | int |
371 | int |
395 | 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) |
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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 | { |
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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. |
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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."); |
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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 |
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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 | } |
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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 |