1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * 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, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
27 | #include <object.h> |
27 | #include <object.h> |
… | |
… | |
96 | |
96 | |
97 | if (init_spells_done) |
97 | if (init_spells_done) |
98 | return; |
98 | return; |
99 | LOG (llevDebug, "Checking spells...\n"); |
99 | LOG (llevDebug, "Checking spells...\n"); |
100 | |
100 | |
101 | for (at = first_archetype; at; at = at->next) |
101 | for_all_archetypes (at) |
102 | { |
102 | { |
103 | if (at->clone.type == SPELL) |
103 | if (at->type == SPELL) |
104 | { |
104 | { |
105 | if (at->clone.skill) |
105 | if (at->skill) |
106 | { |
106 | { |
107 | for (i = 1; i < NUM_SKILLS; i++) |
107 | for (i = 1; i < NUM_SKILLS; i++) |
108 | if (!strcmp (skill_names[i], at->clone.skill)) |
108 | if (!strcmp (skill_names[i], at->skill)) |
109 | break; |
109 | break; |
110 | if (i == NUM_SKILLS) |
110 | if (i == NUM_SKILLS) |
111 | { |
111 | { |
112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
113 | } |
113 | } |
114 | } |
114 | } |
115 | /* other_arch is already checked for in the loader */ |
115 | /* other_arch is already checked for in the loader */ |
116 | } |
116 | } |
117 | } |
117 | } |
… | |
… | |
136 | void |
136 | void |
137 | dump_spells (void) |
137 | dump_spells (void) |
138 | { |
138 | { |
139 | archetype *at; |
139 | archetype *at; |
140 | |
140 | |
141 | for (at = first_archetype; at; at = at->next) |
141 | for_all_archetypes (at) |
142 | { |
142 | { |
143 | if (at->clone.type == SPELL) |
143 | if (at->type == SPELL) |
144 | { |
144 | { |
145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
146 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
147 | } |
147 | } |
148 | } |
148 | } |
149 | } |
149 | } |
150 | |
150 | |
151 | /* pretty basic function - basically just takes |
151 | /* pretty basic function - basically just takes |
… | |
… | |
627 | ****************************************************************************/ |
627 | ****************************************************************************/ |
628 | void |
628 | void |
629 | regenerate_rod (object *rod) |
629 | regenerate_rod (object *rod) |
630 | { |
630 | { |
631 | if (rod->stats.hp < rod->stats.maxhp) |
631 | if (rod->stats.hp < rod->stats.maxhp) |
632 | { |
632 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
633 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
634 | |
|
|
635 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
636 | rod->stats.hp = rod->stats.maxhp; |
|
|
637 | } |
|
|
638 | } |
633 | } |
639 | |
|
|
640 | |
634 | |
641 | void |
635 | void |
642 | drain_rod_charge (object *rod) |
636 | drain_rod_charge (object *rod) |
643 | { |
637 | { |
644 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
638 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
… | |
… | |
754 | |
748 | |
755 | /* find a free square nearby |
749 | /* find a free square nearby |
756 | * first we check the closest square for free squares |
750 | * first we check the closest square for free squares |
757 | */ |
751 | */ |
758 | |
752 | |
759 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
753 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
760 | if (dir != -1) |
754 | if (dir != -1) |
761 | { |
755 | { |
762 | /* This is basically grabbed for generate monster. Fixed 971225 to |
756 | /* This is basically grabbed for generate monster. Fixed 971225 to |
763 | * insert multipart monsters properly |
757 | * insert multipart monsters properly |
764 | */ |
758 | */ |
765 | while (at != NULL) |
759 | while (at != NULL) |
766 | { |
760 | { |
767 | tmp = arch_to_object (at); |
761 | tmp = arch_to_object (at); |
768 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
762 | tmp->x = op->x + freearr_x[dir] + at->x; |
769 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
763 | tmp->y = op->y + freearr_y[dir] + at->y; |
770 | tmp->map = op->map; |
764 | tmp->map = op->map; |
771 | if (head) |
765 | if (head) |
772 | { |
766 | { |
773 | tmp->head = head; |
767 | tmp->head = head; |
774 | prev->more = tmp; |
768 | prev->more = tmp; |
… | |
… | |
1087 | * at least process that code. |
1081 | * at least process that code. |
1088 | */ |
1082 | */ |
1089 | if (op->type == PLAYER && op == caster) |
1083 | if (op->type == PLAYER && op == caster) |
1090 | { |
1084 | { |
1091 | cast_level = caster_level (caster, spell_ob); |
1085 | cast_level = caster_level (caster, spell_ob); |
|
|
1086 | |
1092 | if (spell_ob->skill) |
1087 | if (spell_ob->skill) |
1093 | { |
1088 | { |
1094 | skill = find_skill_by_name (op, spell_ob->skill); |
1089 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1090 | |
1095 | if (!skill) |
1091 | if (!skill) |
1096 | { |
1092 | { |
1097 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1093 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1098 | return 0; |
1094 | return 0; |
1099 | } |
1095 | } |
|
|
1096 | |
1100 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1097 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1101 | { |
1098 | { |
1102 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1099 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1103 | return 0; |
1100 | return 0; |
1104 | } |
1101 | } |
1105 | } |
1102 | } |
|
|
1103 | |
1106 | /* If the caster is the wiz, they don't ever fail, and don't have |
1104 | /* If the caster is the wiz, they don't ever fail, and don't have |
1107 | * to have sufficient grace/mana. |
1105 | * to have sufficient grace/mana. |
1108 | */ |
1106 | */ |
1109 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1107 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1110 | { |
1108 | { |
… | |
… | |
1136 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1134 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1137 | { |
1135 | { |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1136 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1140 | |
1138 | |
1141 | if (settings.casting_time == TRUE) |
|
|
1142 | op->casting_time = -1; |
|
|
1143 | |
|
|
1144 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1139 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1145 | return 0; |
1140 | return 0; |
1146 | } |
1141 | } |
1147 | else if (spell_ob->stats.sp) |
1142 | else if (spell_ob->stats.sp) |
1148 | { |
1143 | { |
… | |
… | |
1185 | if (op->type != PLAYER) |
1180 | if (op->type != PLAYER) |
1186 | return 0; |
1181 | return 0; |
1187 | |
1182 | |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1183 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1184 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
|
|
1185 | else if (object *item = op->contr->ranged_ob) |
|
|
1186 | { |
|
|
1187 | if (item->type == SPELL) |
|
|
1188 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
|
|
1189 | else if (item->type == SCROLL) |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1191 | else |
|
|
1192 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1193 | } |
1190 | else |
1194 | else |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1192 | |
1196 | |
1193 | return 0; |
1197 | return 0; |
1194 | } |
1198 | } |
1195 | |
1199 | |
1196 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1197 | { |
|
|
1198 | if (op->casting_time == -1) |
|
|
1199 | { /* begin the casting */ |
|
|
1200 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1201 | op->spell = spell_ob; |
|
|
1202 | /* put the stringarg into the object struct so that when the |
|
|
1203 | * spell is actually cast, it knows about the stringarg. |
|
|
1204 | * necessary for the invoke command spells. |
|
|
1205 | */ |
|
|
1206 | if (stringarg) |
|
|
1207 | { |
|
|
1208 | op->spellarg = strdup (stringarg); |
|
|
1209 | } |
|
|
1210 | else |
|
|
1211 | op->spellarg = NULL; |
|
|
1212 | return 0; |
|
|
1213 | } |
|
|
1214 | else if (op->casting_time != 0) |
|
|
1215 | { |
|
|
1216 | if (op->type == PLAYER) |
|
|
1217 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1218 | return 0; |
|
|
1219 | } |
|
|
1220 | else |
|
|
1221 | { /* casting_time == 0 */ |
|
|
1222 | op->casting_time = -1; |
|
|
1223 | spell_ob = op->spell; |
|
|
1224 | stringarg = op->spellarg; |
|
|
1225 | } |
|
|
1226 | } |
|
|
1227 | else |
|
|
1228 | { |
|
|
1229 | /* Take into account how long it takes to cast the spell. |
1200 | /* Take into account how long it takes to cast the spell. |
1230 | * if the player is casting it, then we use the time in |
1201 | * if the player is casting it, then we use the time in |
1231 | * the spell object. If it is a spell object, have it |
1202 | * the spell object. If it is a spell object, have it |
1232 | * take two ticks. Things that cast spells on the players |
1203 | * take two ticks. Things that cast spells on the players |
1233 | * behalf (eg, altars, and whatever else) shouldn't cost |
1204 | * behalf (eg, altars, and whatever else) shouldn't cost |
1234 | * the player any time. |
1205 | * the player any time. |
1235 | * Ignore casting time for firewalls |
1206 | * Ignore casting time for firewalls |
|
|
1207 | */ |
|
|
1208 | if (caster == op && caster->type != FIREWALL) |
|
|
1209 | { |
|
|
1210 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1211 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1212 | * put a lower limit so that the player isn't stuck here too long |
1236 | */ |
1213 | */ |
1237 | if (caster == op && caster->type != FIREWALL) |
|
|
1238 | { |
|
|
1239 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1240 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1241 | * put a lower limit so that the player isn't stuck here too long |
|
|
1242 | */ |
|
|
1243 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1214 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1244 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1215 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1245 | } |
1216 | } |
1246 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1217 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1247 | { |
|
|
1248 | op->speed_left -= 2 * FABS (op->speed); |
1218 | op->speed_left -= 2 * FABS (op->speed); |
1249 | } |
|
|
1250 | } |
|
|
1251 | |
1219 | |
1252 | if (op->type == PLAYER && op == caster) |
1220 | if (op->type == PLAYER && op == caster) |
1253 | { |
1221 | { |
1254 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1222 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1255 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1223 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1265 | if (!skill) |
1233 | if (!skill) |
1266 | { |
1234 | { |
1267 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1235 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1268 | return 0; |
1236 | return 0; |
1269 | } |
1237 | } |
|
|
1238 | |
1270 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1239 | op->change_skill (skill); /* needed for proper exp credit */ |
1271 | } |
1240 | } |
|
|
1241 | |
|
|
1242 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1243 | return RESULT_INT (0); |
1272 | |
1244 | |
1273 | switch (spell_ob->subtype) |
1245 | switch (spell_ob->subtype) |
1274 | { |
1246 | { |
1275 | /* The order of case statements is same as the order they show up |
1247 | /* The order of case statements is same as the order they show up |
1276 | * in in spells.h. |
1248 | * in in spells.h. |
1277 | */ |
1249 | */ |
1278 | case SP_RAISE_DEAD: |
1250 | case SP_RAISE_DEAD: |
1279 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1251 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1280 | break; |
1252 | break; |
1281 | |
1253 | |
1282 | case SP_RUNE: |
1254 | case SP_RUNE: |
… | |
… | |
1479 | |
1451 | |
1480 | case SP_AURA: |
1452 | case SP_AURA: |
1481 | success = create_aura (op, caster, spell_ob); |
1453 | success = create_aura (op, caster, spell_ob); |
1482 | break; |
1454 | break; |
1483 | |
1455 | |
1484 | case SP_TOWN_PORTAL: |
|
|
1485 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1486 | break; |
|
|
1487 | |
|
|
1488 | case SP_PARTY_SPELL: |
1456 | case SP_PARTY_SPELL: |
1489 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1457 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1490 | break; |
1458 | break; |
1491 | |
1459 | |
1492 | default: |
1460 | default: |
1493 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1494 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1461 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1495 | } |
1462 | } |
1496 | |
1463 | |
1497 | /* FIXME - we need some better sound suppport */ |
1464 | /* FIXME - we need some better sound suppport */ |
1498 | // yes, for example, augment map info with the spell effect |
1465 | // yes, for example, augment map info with the spell effect |
1499 | // so clients can calculate the sounds themselves |
1466 | // so clients can calculate the sounds themselves |
1500 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1467 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1501 | |
|
|
1502 | /* free the spell arg */ |
|
|
1503 | if (settings.casting_time == TRUE && stringarg) |
|
|
1504 | { |
|
|
1505 | free (stringarg); |
|
|
1506 | stringarg = 0; |
|
|
1507 | } |
|
|
1508 | |
1468 | |
1509 | return success; |
1469 | return success; |
1510 | } |
1470 | } |
1511 | |
1471 | |
1512 | |
1472 | |