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(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 1.59 by root, Mon Aug 27 05:10:51 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
96 95
97 if (init_spells_done) 96 if (init_spells_done)
98 return; 97 return;
99 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
100 99
101 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
102 { 101 {
103 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
104 { 103 {
105 if (at->clone.skill) 104 if (at->skill)
106 { 105 {
107 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
109 break; 108 break;
110 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
111 { 110 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
113 } 112 }
114 } 113 }
115 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
116 } 115 }
117 } 116 }
132/* Dumps all the spells - now also dumps skill associated with the spell. 131/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty 132 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
135 */ 134 */
136void 135void
137dump_spells (void) 136dump_spells ()
138{ 137{
139 archetype *at; 138 for_all_archetypes (at)
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL) 139 if (at->type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 140 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); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
147 }
148 }
149} 142}
150 143
151/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 145 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 146 */
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 453 dir = 0;
461 } 454 }
462 455
456 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 457 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 458 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 459 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 460 dir ? 0 : INS_BELOW_ORIGINATOR);
467 461
627 ****************************************************************************/ 621 ****************************************************************************/
628void 622void
629regenerate_rod (object *rod) 623regenerate_rod (object *rod)
630{ 624{
631 if (rod->stats.hp < rod->stats.maxhp) 625 if (rod->stats.hp < rod->stats.maxhp)
632 { 626 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} 627}
639
640 628
641void 629void
642drain_rod_charge (object *rod) 630drain_rod_charge (object *rod)
643{ 631{
644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 632 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
754 742
755 /* find a free square nearby 743 /* find a free square nearby
756 * first we check the closest square for free squares 744 * first we check the closest square for free squares
757 */ 745 */
758 746
759 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 747 dir = find_first_free_spot (at, op->map, op->x, op->y);
760 if (dir != -1) 748 if (dir != -1)
761 { 749 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 750 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 751 * insert multipart monsters properly
764 */ 752 */
753 //TODO: use expand_tail + ...
765 while (at != NULL) 754 while (at != NULL)
766 { 755 {
767 tmp = arch_to_object (at); 756 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 757 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 758 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 759 tmp->map = op->map;
771 if (head) 760 if (head)
772 { 761 {
773 tmp->head = head; 762 tmp->head = head;
774 prev->more = tmp; 763 prev->more = tmp;
775 } 764 }
765
776 if (!head) 766 if (!head)
777 head = tmp; 767 head = tmp;
768
778 prev = tmp; 769 prev = tmp;
770
779 at = at->more; 771 at = (archetype *)at->more;
780 } 772 }
781 773
782 if (head->randomitems) 774 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 775 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 776
997 if (!spell_ob->other_arch) 989 if (!spell_ob->other_arch)
998 { 990 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 991 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 992 return 0;
1001 } 993 }
994
1002 spell = arch_to_object (spell_ob->other_arch); 995 spell = arch_to_object (spell_ob->other_arch);
1003 996
1004 /* Always cast spell on caster */ 997 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 998 success = cast_spell (op, caster, dir, spell, stringarg);
1006 999
1007 if (caster->contr->party == NULL) 1000 if (caster->contr->party == NULL)
1008 { 1001 {
1009 spell->remove (); 1002 spell->remove ();
1010 return success; 1003 return success;
1011 } 1004 }
1005
1012 for_all_players (pl) 1006 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1014 {
1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1008 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016 } 1009
1017 spell->remove (); 1010 spell->remove ();
1018 return success; 1011 return success;
1019} 1012}
1020 1013
1021/* This is where the main dispatch when someone casts a spell. 1014/* This is where the main dispatch when someone casts a spell.
1087 * at least process that code. 1080 * at least process that code.
1088 */ 1081 */
1089 if (op->type == PLAYER && op == caster) 1082 if (op->type == PLAYER && op == caster)
1090 { 1083 {
1091 cast_level = caster_level (caster, spell_ob); 1084 cast_level = caster_level (caster, spell_ob);
1085
1092 if (spell_ob->skill) 1086 if (spell_ob->skill)
1093 { 1087 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 1088 skill = find_skill_by_name (op, spell_ob->skill);
1089
1095 if (!skill) 1090 if (!skill)
1096 { 1091 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1092 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; 1093 return 0;
1099 } 1094 }
1095
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1096 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 { 1097 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1103 return 0; 1099 return 0;
1104 } 1100 }
1105 } 1101 }
1102
1106 /* If the caster is the wiz, they don't ever fail, and don't have 1103 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1104 * to have sufficient grace/mana.
1108 */ 1105 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1106 if (!QUERY_FLAG (op, FLAG_WIZ))
1110 { 1107 {
1133 1130
1134 /* player/monster is trying to cast the spell. might fumble it */ 1131 /* player/monster is trying to cast the spell. might fumble it */
1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1132 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1133 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1134 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1135 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1136 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1137
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1138 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1139 return 0;
1146 } 1140 }
1147 else if (spell_ob->stats.sp) 1141 else if (spell_ob->stats.sp)
1169 * doing. 1163 * doing.
1170 */ 1164 */
1171 1165
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1166 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1167 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1168 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1169 return 0;
1176 } 1170 }
1177 1171
1178 if ((spell_ob->type == SPELL) 1172 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1173 && (caster->type != POTION)
1184 { 1178 {
1185 if (op->type != PLAYER) 1179 if (op->type != PLAYER)
1186 return 0; 1180 return 0;
1187 1181
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1182 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); 1183 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1184 else if (object *item = op->contr->ranged_ob)
1185 {
1186 if (item->type == SPELL)
1187 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1188 else if (item->type == SCROLL)
1189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1190 else
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1192 }
1190 else 1193 else
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1192 1195
1193 return 0; 1196 return 0;
1194 } 1197 }
1195 1198
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. 1199 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1200 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1201 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1202 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1203 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1204 * the player any time.
1235 * Ignore casting time for firewalls 1205 * Ignore casting time for firewalls
1206 */
1207 if (caster == op && caster->type != FIREWALL)
1208 {
1209 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1210 /* Other portions of the code may also decrement the speed of the player, so
1211 * put a lower limit so that the player isn't stuck here too long
1236 */ 1212 */
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)) 1213 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); 1214 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1245 } 1215 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1216 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); 1217 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1218
1252 if (op->type == PLAYER && op == caster) 1219 if (op->type == PLAYER && op == caster)
1253 { 1220 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1221 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); 1222 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1265 if (!skill) 1232 if (!skill)
1266 { 1233 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1234 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; 1235 return 0;
1269 } 1236 }
1237
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1238 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1239 }
1240
1241 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1242 return RESULT_INT (0);
1272 1243
1273 switch (spell_ob->subtype) 1244 switch (spell_ob->subtype)
1274 { 1245 {
1275 /* The order of case statements is same as the order they show up 1246 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1247 * in in spells.h.
1277 */ 1248 */
1278 case SP_RAISE_DEAD: 1249 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1250 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1251 break;
1281 1252
1282 case SP_RUNE: 1253 case SP_RUNE:
1479 1450
1480 case SP_AURA: 1451 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1452 success = create_aura (op, caster, spell_ob);
1482 break; 1453 break;
1483 1454
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1455 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1456 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1457 break;
1491 1458
1492 default: 1459 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); 1460 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1495 }
1496
1497 /* FIXME - we need some better sound suppport */
1498 // yes, for example, augment map info with the spell effect
1499 // so clients can calculate the sounds themselves
1500 //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 { 1461 }
1505 free (stringarg); 1462
1506 stringarg = 0; 1463 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell"));
1507 }
1508 1464
1509 return success; 1465 return success;
1510} 1466}
1511 1467
1512 1468

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