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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.41 by root, Sat Apr 28 17:51:58 2007 UTC vs.
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
97 95
98 if (init_spells_done) 96 if (init_spells_done)
99 return; 97 return;
100 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
101 99
102 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
103 { 101 {
104 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
105 { 103 {
106 if (at->clone.skill) 104 if (at->skill)
107 { 105 {
108 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
110 break; 108 break;
111 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
112 { 110 {
113 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);
114 } 112 }
115 } 113 }
116 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
117 } 115 }
118 } 116 }
137void 135void
138dump_spells (void) 136dump_spells (void)
139{ 137{
140 archetype *at; 138 archetype *at;
141 139
142 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
143 { 141 {
144 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
145 { 143 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
148 } 146 }
149 } 147 }
150} 148}
151 149
152/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
628 ****************************************************************************/ 626 ****************************************************************************/
629void 627void
630regenerate_rod (object *rod) 628regenerate_rod (object *rod)
631{ 629{
632 if (rod->stats.hp < rod->stats.maxhp) 630 if (rod->stats.hp < rod->stats.maxhp)
633 { 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 632}
640
641 633
642void 634void
643drain_rod_charge (object *rod) 635drain_rod_charge (object *rod)
644{ 636{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
755 747
756 /* find a free square nearby 748 /* find a free square nearby
757 * first we check the closest square for free squares 749 * first we check the closest square for free squares
758 */ 750 */
759 751
760 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 752 dir = find_first_free_spot (at, op->map, op->x, op->y);
761 if (dir != -1) 753 if (dir != -1)
762 { 754 {
763 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
764 * insert multipart monsters properly 756 * insert multipart monsters properly
765 */ 757 */
758 //TODO: use expand_tail + ...
766 while (at != NULL) 759 while (at != NULL)
767 { 760 {
768 tmp = arch_to_object (at); 761 tmp = arch_to_object (at);
769 tmp->x = op->x + freearr_x[dir] + at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
770 tmp->y = op->y + freearr_y[dir] + at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
771 tmp->map = op->map; 764 tmp->map = op->map;
772 if (head) 765 if (head)
773 { 766 {
774 tmp->head = head; 767 tmp->head = head;
775 prev->more = tmp; 768 prev->more = tmp;
776 } 769 }
770
777 if (!head) 771 if (!head)
778 head = tmp; 772 head = tmp;
773
779 prev = tmp; 774 prev = tmp;
775
780 at = at->more; 776 at = (archetype *)at->more;
781 } 777 }
782 778
783 if (head->randomitems) 779 if (head->randomitems)
784 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
785 781
1044 * 1040 *
1045 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1041 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1046 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1047 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1048 */ 1044 */
1049
1050int 1045int
1051cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 1047{
1053 const char *godname; 1048 const char *godname;
1054 int success = 0, mflags, cast_level = 0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1055 object *skill = NULL; 1050 object *skill = NULL;
1056
1057 old_shoottype = op->contr ? op->contr->shoottype : 0;
1058 1051
1059 if (!spell_ob) 1052 if (!spell_ob)
1060 { 1053 {
1061 LOG (llevError, "cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1062 return 0; 1055 return 0;
1091 * at least process that code. 1084 * at least process that code.
1092 */ 1085 */
1093 if (op->type == PLAYER && op == caster) 1086 if (op->type == PLAYER && op == caster)
1094 { 1087 {
1095 cast_level = caster_level (caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1096 if (spell_ob->skill) 1090 if (spell_ob->skill)
1097 { 1091 {
1098 skill = find_skill_by_name (op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1099 if (!skill) 1094 if (!skill)
1100 { 1095 {
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1102 return 0; 1097 return 0;
1103 } 1098 }
1099
1104 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1105 { 1101 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1107 return 0; 1103 return 0;
1108 } 1104 }
1109 } 1105 }
1106
1110 /* If the caster is the wiz, they don't ever fail, and don't have 1107 /* If the caster is the wiz, they don't ever fail, and don't have
1111 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1112 */ 1109 */
1113 if (!QUERY_FLAG (op, FLAG_WIZ)) 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1114 { 1111 {
1138 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1139 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1140 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1141 { 1138 {
1142 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1143 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1144
1145 if (settings.casting_time == TRUE)
1146 op->casting_time = -1;
1147 1141
1148 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1149 return 0; 1143 return 0;
1150 } 1144 }
1151 else if (spell_ob->stats.sp) 1145 else if (spell_ob->stats.sp)
1155 if (failure < 0) 1149 if (failure < 0)
1156 { 1150 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1158 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1159 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1160 op->contr->shoottype = (rangetype) old_shoottype; 1154
1161 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1162 return 0; 1156 return 0;
1163 } 1157 }
1164 } 1158 }
1165 } 1159 }
1188 { 1182 {
1189 if (op->type != PLAYER) 1183 if (op->type != PLAYER)
1190 return 0; 1184 return 0;
1191 1185
1192 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1194 else 1188 else if (object *item = op->contr->ranged_ob)
1195 switch (op->contr->shoottype)
1196 { 1189 {
1197 case range_magic: 1190 if (item->type == SPELL)
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1199 break; 1192 else if (item->type == SCROLL)
1200 case range_misc:
1201 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1202 break;
1203 case range_golem:
1204 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1205 break;
1206 default:
1207 break;
1208 }
1209 return 0;
1210 }
1211
1212 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1213 {
1214 if (op->casting_time == -1)
1215 { /* begin the casting */
1216 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1217 op->spell = spell_ob;
1218 /* put the stringarg into the object struct so that when the
1219 * spell is actually cast, it knows about the stringarg.
1220 * necessary for the invoke command spells.
1221 */
1222 if (stringarg)
1223 {
1224 op->spellarg = strdup (stringarg);
1225 }
1226 else 1194 else
1227 op->spellarg = NULL; 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 return 0;
1229 }
1230 else if (op->casting_time != 0)
1231 {
1232 if (op->type == PLAYER)
1233 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1234 return 0;
1235 } 1196 }
1236 else 1197 else
1237 { /* casting_time == 0 */ 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1238 op->casting_time = -1; 1199
1239 spell_ob = op->spell; 1200 return 0;
1240 stringarg = op->spellarg;
1241 }
1242 }
1243 else
1244 { 1201 }
1202
1245 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1246 * if the player is casting it, then we use the time in 1204 * if the player is casting it, then we use the time in
1247 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1248 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1249 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1250 * the player any time. 1208 * the player any time.
1251 * Ignore casting time for firewalls 1209 * Ignore casting time for firewalls
1210 */
1211 if (caster == op && caster->type != FIREWALL)
1212 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1214 /* Other portions of the code may also decrement the speed of the player, so
1215 * put a lower limit so that the player isn't stuck here too long
1252 */ 1216 */
1253 if (caster == op && caster->type != FIREWALL)
1254 {
1255 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1256 /* Other portions of the code may also decrement the speed of the player, so
1257 * put a lower limit so that the player isn't stuck here too long
1258 */
1259 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1260 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1218 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1261 } 1219 }
1262 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1263 {
1264 op->speed_left -= 2 * FABS (op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1265 }
1266 }
1267 1222
1268 if (op->type == PLAYER && op == caster) 1223 if (op->type == PLAYER && op == caster)
1269 { 1224 {
1270 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1271 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1226 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1281 if (!skill) 1236 if (!skill)
1282 { 1237 {
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1284 return 0; 1239 return 0;
1285 } 1240 }
1241
1286 change_skill (op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1287 } 1243 }
1244
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1246 return RESULT_INT (0);
1288 1247
1289 switch (spell_ob->subtype) 1248 switch (spell_ob->subtype)
1290 { 1249 {
1291 /* The order of case statements is same as the order they show up 1250 /* The order of case statements is same as the order they show up
1292 * in in spells.h. 1251 * in in spells.h.
1293 */ 1252 */
1294 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1295 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1296 break; 1255 break;
1297 1256
1298 case SP_RUNE: 1257 case SP_RUNE:
1331 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1332 break; 1291 break;
1333 1292
1334 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1335 success = summon_golem (op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1336 old_shoottype = range_golem;
1337 break; 1295 break;
1338 1296
1339 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1340 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1341 * moved. 1299 * moved.
1474 success = cast_consecrate (op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1475 break; 1433 break;
1476 1434
1477 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1478 success = animate_weapon (op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1479 old_shoottype = range_golem;
1480 break; 1437 break;
1481 1438
1482 case SP_LIGHT: 1439 case SP_LIGHT:
1483 success = cast_light (op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1484 break; 1441 break;
1497 1454
1498 case SP_AURA: 1455 case SP_AURA:
1499 success = create_aura (op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1500 break; 1457 break;
1501 1458
1502 case SP_TOWN_PORTAL:
1503 success = cast_create_town_portal (op, caster, spell_ob, dir);
1504 break;
1505
1506 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1507 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1508 break; 1461 break;
1509 1462
1510 default: 1463 default:
1511 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1512 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1513 } 1465 }
1514 1466
1515 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1516 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1517 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1518 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1519
1520 /* free the spell arg */
1521 if (settings.casting_time == TRUE && stringarg)
1522 {
1523 free (stringarg);
1524 stringarg = NULL;
1525 }
1526 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1527 * to something like use_magic_item, but you really want to be able to fire
1528 * it again.
1529 */
1530 if (op->contr)
1531 op->contr->shoottype = (rangetype) old_shoottype;
1532 1471
1533 return success; 1472 return success;
1534} 1473}
1535 1474
1536 1475

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