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/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.52 by root, Tue Jun 5 13:05:03 2007 UTC

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 }
136void 136void
137dump_spells (void) 137dump_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 ****************************************************************************/
628void 628void
629regenerate_rod (object *rod) 629regenerate_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
641void 635void
642drain_rod_charge (object *rod) 636drain_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 */
759 //TODO: use expand_tail + ...
765 while (at != NULL) 760 while (at != NULL)
766 { 761 {
767 tmp = arch_to_object (at); 762 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 763 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 764 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 765 tmp->map = op->map;
771 if (head) 766 if (head)
772 { 767 {
773 tmp->head = head; 768 tmp->head = head;
774 prev->more = tmp; 769 prev->more = tmp;
775 } 770 }
771
776 if (!head) 772 if (!head)
777 head = tmp; 773 head = tmp;
774
778 prev = tmp; 775 prev = tmp;
776
779 at = at->more; 777 at = (archetype *)at->more;
780 } 778 }
781 779
782 if (head->randomitems) 780 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 781 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 782
1087 * at least process that code. 1085 * at least process that code.
1088 */ 1086 */
1089 if (op->type == PLAYER && op == caster) 1087 if (op->type == PLAYER && op == caster)
1090 { 1088 {
1091 cast_level = caster_level (caster, spell_ob); 1089 cast_level = caster_level (caster, spell_ob);
1090
1092 if (spell_ob->skill) 1091 if (spell_ob->skill)
1093 { 1092 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 1093 skill = find_skill_by_name (op, spell_ob->skill);
1094
1095 if (!skill) 1095 if (!skill)
1096 { 1096 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1097 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; 1098 return 0;
1099 } 1099 }
1100
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1101 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 { 1102 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1103 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1103 return 0; 1104 return 0;
1104 } 1105 }
1105 } 1106 }
1107
1106 /* If the caster is the wiz, they don't ever fail, and don't have 1108 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1109 * to have sufficient grace/mana.
1108 */ 1110 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1111 if (!QUERY_FLAG (op, FLAG_WIZ))
1110 { 1112 {
1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1138 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1139 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1140 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1141 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140 1142
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); 1143 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1144 return 0;
1146 } 1145 }
1147 else if (spell_ob->stats.sp) 1146 else if (spell_ob->stats.sp)
1148 { 1147 {
1185 if (op->type != PLAYER) 1184 if (op->type != PLAYER)
1186 return 0; 1185 return 0;
1187 1186
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1187 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); 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1189 else if (object *item = op->contr->ranged_ob)
1190 {
1191 if (item->type == SPELL)
1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1193 else if (item->type == SCROLL)
1194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1195 else
1196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1197 }
1190 else 1198 else
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1199 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1192 1200
1193 return 0; 1201 return 0;
1194 } 1202 }
1195 1203
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. 1204 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1205 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1206 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1207 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1208 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1209 * the player any time.
1235 * Ignore casting time for firewalls 1210 * Ignore casting time for firewalls
1211 */
1212 if (caster == op && caster->type != FIREWALL)
1213 {
1214 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1215 /* Other portions of the code may also decrement the speed of the player, so
1216 * put a lower limit so that the player isn't stuck here too long
1236 */ 1217 */
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)) 1218 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); 1219 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1245 } 1220 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1221 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); 1222 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1223
1252 if (op->type == PLAYER && op == caster) 1224 if (op->type == PLAYER && op == caster)
1253 { 1225 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1226 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); 1227 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1265 if (!skill) 1237 if (!skill)
1266 { 1238 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1239 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; 1240 return 0;
1269 } 1241 }
1242
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1243 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1244 }
1245
1246 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1247 return RESULT_INT (0);
1272 1248
1273 switch (spell_ob->subtype) 1249 switch (spell_ob->subtype)
1274 { 1250 {
1275 /* The order of case statements is same as the order they show up 1251 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1252 * in in spells.h.
1277 */ 1253 */
1278 case SP_RAISE_DEAD: 1254 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1255 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1256 break;
1281 1257
1282 case SP_RUNE: 1258 case SP_RUNE:
1479 1455
1480 case SP_AURA: 1456 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1457 success = create_aura (op, caster, spell_ob);
1482 break; 1458 break;
1483 1459
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1460 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1461 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1462 break;
1491 1463
1492 default: 1464 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); 1465 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1495 } 1466 }
1496 1467
1497 /* FIXME - we need some better sound suppport */ 1468 /* FIXME - we need some better sound suppport */
1498 // yes, for example, augment map info with the spell effect 1469 // yes, for example, augment map info with the spell effect
1499 // so clients can calculate the sounds themselves 1470 // so clients can calculate the sounds themselves
1500 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1471 //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 1472
1509 return success; 1473 return success;
1510} 1474}
1511 1475
1512 1476

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