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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 1.131 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
255 return spop; 256 return spop;
256 257
257 return 0; 258 return 0;
258} 259}
259 260
260/* 261/*
261 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
266 * exact match, we also return NULL. 267 * exact match, we also return NULL.
267 */ 268 */
268object * 269object *
269lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
270{ 271{
271 object *spob1 = 0, *spob2 = 0; 272 if (shstr_cmp name = prefix)
272 int nummatch = 0; 273 {
273 274 // 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) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
282 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
283 if (spob->type == SPELL) 285 if (spob->type == SPELL
284 { 286 && spob->name.length () < len
285 // TODO: WTF? 287 && prefix [spob->name.length ()] <= ' '
286 if (!strncmp (spob->name, spname, strlen (spname))) 288 && !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; 289 return spob;
290 }
310 291
311 if (spob1 && nummatch == 1)
312 return spob1;
313
314 return NULL; 292 return 0;
315} 293}
316 294
317/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
385} 363}
386 364
387/* Returns true if it is ok to put spell *op on the space/may provided. 365/* 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 366 * immune_stop is basically the attacktype of the spell (why
389 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
390 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
391 * on the space, the object doesn't get placed. if immune stop 369 * 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. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
393 */ 371 */
394int 372int
395ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
567 tmp = op; 545 tmp = op;
568 } 546 }
569 else 547 else
570 { 548 {
571 maptile *m = op->map; 549 maptile *m = op->map;
572 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
573 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
574 552
575 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
576 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
577 : 0; 555 : 0;
578 } 556 }
609 if (exclude && exclude->type) 587 if (exclude && exclude->type)
610 owner_type = exclude->type; 588 owner_type = exclude->type;
611 589
612 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
613 { 591 {
614 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
615 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
616 mp = m; 594 mp = m;
617 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
618 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
619 continue; 597 continue;
620 598
646 624
647 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
648 return; 626 return;
649 627
650 /* find a free square nearby 628 /* find a free square nearby
651 * first we check the closest square for free squares 629 * first we check the closest square for free squares
652 */ 630 */
653 631
654 dir = find_first_free_spot (at, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
655 if (dir != -1) 633 if (dir != -1)
656 { 634 {
659 */ 637 */
660 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
661 while (at != NULL) 639 while (at != NULL)
662 { 640 {
663 tmp = at->instance (); 641 tmp = at->instance ();
664 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
665 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
666 tmp->map = op->map; 644 tmp->map = op->map;
667 if (head) 645 if (head)
668 { 646 {
669 tmp->head = head; 647 tmp->head = head;
670 prev->more = tmp; 648 prev->more = tmp;
682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
683 661
684 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
685 663
686 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
688 } 666 }
689} 667}
690 668
691/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
692 * places them in nearby squares. 670 * places them in nearby squares.
743 { AT_PARALYZE, 9}, 721 { AT_PARALYZE, 9},
744 { AT_FEAR, 10}, 722 { AT_FEAR, 10},
745}; 723};
746 724
747/* shuffle_attack: peterm 725/* shuffle_attack: peterm
748 * This routine shuffles the attack of op to one of the 726 * This routine shuffles the attack of op to one of the
749 * ones in the list. It does this at random. It also 727 * ones in the list. It does this at random. It also
750 * chooses a face appropriate to the attack that is 728 * chooses a face appropriate to the attack that is
751 * being committed by that square at the moment. 729 * being committed by that square at the moment.
752 * right now it's being used by color spray and create pool of 730 * right now it's being used by color spray and create pool of
753 * chaos. 731 * chaos.
754 * This could really be a better implementation - the 732 * This could really be a better implementation - the
755 * faces and attacktypes above are hardcoded, which is never 733 * faces and attacktypes above are hardcoded, which is never
756 * good. The faces refer to faces in the animation sequence. 734 * good. The faces refer to faces in the animation sequence.
968 { 946 {
969 LOG (llevError, "cast_spell: null caster object passed\n"); 947 LOG (llevError, "cast_spell: null caster object passed\n");
970 return 0; 948 return 0;
971 } 949 }
972 950
973 /* if caster is a spell casting object, this normally shouldn't be 951 /* if caster is a spell casting object, this normally shouldn't be
974 * an issue, because they don't have any spellpaths set up. 952 * an issue, because they don't have any spellpaths set up.
975 */ 953 */
976 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) 954 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
977 { 955 {
978 op->failmsg ("That spell path is denied to you."); 956 op->failmsg ("That spell path is denied to you.");
980 } 958 }
981 959
982 object *skill = 0; 960 object *skill = 0;
983 961
984 /* if it is a player casting the spell, and they are really casting it 962 /* 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 963 * (vs it coming from a wand, scroll, or whatever else), do some
986 * checks. We let monsters do special things - eg, they 964 * checks. We let monsters do special things - eg, they
987 * don't need the SKILL, BYpass level checks, etc. The monster function 965 * don't need the SKILL, BYpass level checks, etc. The monster function
988 * should take care of that. 966 * should take care of that.
989 * Remove the wiz check here and move it further down - some spells 967 * 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 968 * need to have the right skill pointer passed, so we need to
1022 } 1000 }
1023 1001
1024 if (spell_ob->level > caster_level) 1002 if (spell_ob->level > caster_level)
1025 { 1003 {
1026 op->failmsgf ("You lack enough skill to cast that spell! " 1004 op->failmsgf ("You lack enough skill to cast that spell! "
1027 "H<Your effective cast level is %d%s, but level %d is required.>", 1005 "H<Your effective cast level is %d%s, but level %d is required.>",
1028 caster_level, msg, spell_ob->level); 1006 caster_level, msg, spell_ob->level);
1029 if (!op->is_wiz ()) 1007 if (!op->is_wiz ())
1030 return 0; 1008 return 0;
1031 } 1009 }
1032 } 1010 }
1128 1106
1129 // undo the flood protection from earlier 1107 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure 1108 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131 1109
1132 /* Take into account how long it takes to cast the spell. 1110 /* Take into account how long it takes to cast the spell.
1133 * if the player is casting it, then we use the time in 1111 * if the player is casting it, then we use the time in
1134 * the spell object. If it is a spell object, have it 1112 * the spell object. If it is a spell object, have it
1135 * take two ticks. Things that cast spells on the players 1113 * take two ticks. Things that cast spells on the players
1136 * behalf (eg, altars, and whatever else) shouldn't cost 1114 * behalf (eg, altars, and whatever else) shouldn't cost
1137 * the player any time. 1115 * the player any time.
1138 * Ignore casting time for firewalls 1116 * Ignore casting time for firewalls

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