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 | } |
… | |
… | |
136 | void |
135 | void |
137 | dump_spells (void) |
136 | dump_spells (void) |
138 | { |
137 | { |
139 | archetype *at; |
138 | archetype *at; |
140 | |
139 | |
141 | for (at = first_archetype; at; at = at->next) |
140 | for_all_archetypes (at) |
142 | { |
141 | { |
143 | if (at->clone.type == SPELL) |
142 | if (at->type == SPELL) |
144 | { |
143 | { |
145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
144 | 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); |
145 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
147 | } |
146 | } |
148 | } |
147 | } |
149 | } |
148 | } |
150 | |
149 | |
151 | /* pretty basic function - basically just takes |
150 | /* pretty basic function - basically just takes |
… | |
… | |
627 | ****************************************************************************/ |
626 | ****************************************************************************/ |
628 | void |
627 | void |
629 | regenerate_rod (object *rod) |
628 | regenerate_rod (object *rod) |
630 | { |
629 | { |
631 | if (rod->stats.hp < rod->stats.maxhp) |
630 | if (rod->stats.hp < rod->stats.maxhp) |
632 | { |
631 | 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 | } |
632 | } |
639 | |
|
|
640 | |
633 | |
641 | void |
634 | void |
642 | drain_rod_charge (object *rod) |
635 | drain_rod_charge (object *rod) |
643 | { |
636 | { |
644 | 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); |
… | |
… | |
754 | |
747 | |
755 | /* find a free square nearby |
748 | /* find a free square nearby |
756 | * first we check the closest square for free squares |
749 | * first we check the closest square for free squares |
757 | */ |
750 | */ |
758 | |
751 | |
759 | 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); |
760 | if (dir != -1) |
753 | if (dir != -1) |
761 | { |
754 | { |
762 | /* This is basically grabbed for generate monster. Fixed 971225 to |
755 | /* This is basically grabbed for generate monster. Fixed 971225 to |
763 | * insert multipart monsters properly |
756 | * insert multipart monsters properly |
764 | */ |
757 | */ |
|
|
758 | //TODO: use expand_tail + ... |
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; |
775 | } |
769 | } |
|
|
770 | |
776 | if (!head) |
771 | if (!head) |
777 | head = tmp; |
772 | head = tmp; |
|
|
773 | |
778 | prev = tmp; |
774 | prev = tmp; |
|
|
775 | |
779 | at = at->more; |
776 | at = (archetype *)at->more; |
780 | } |
777 | } |
781 | |
778 | |
782 | if (head->randomitems) |
779 | if (head->randomitems) |
783 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
780 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
784 | |
781 | |
… | |
… | |
1087 | * at least process that code. |
1084 | * at least process that code. |
1088 | */ |
1085 | */ |
1089 | if (op->type == PLAYER && op == caster) |
1086 | if (op->type == PLAYER && op == caster) |
1090 | { |
1087 | { |
1091 | cast_level = caster_level (caster, spell_ob); |
1088 | cast_level = caster_level (caster, spell_ob); |
|
|
1089 | |
1092 | if (spell_ob->skill) |
1090 | if (spell_ob->skill) |
1093 | { |
1091 | { |
1094 | skill = find_skill_by_name (op, spell_ob->skill); |
1092 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1093 | |
1095 | if (!skill) |
1094 | if (!skill) |
1096 | { |
1095 | { |
1097 | 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); |
1098 | return 0; |
1097 | return 0; |
1099 | } |
1098 | } |
|
|
1099 | |
1100 | 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)) |
1101 | { |
1101 | { |
1102 | 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."); |
1103 | return 0; |
1103 | return 0; |
1104 | } |
1104 | } |
1105 | } |
1105 | } |
|
|
1106 | |
1106 | /* 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 |
1107 | * to have sufficient grace/mana. |
1108 | * to have sufficient grace/mana. |
1108 | */ |
1109 | */ |
1109 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1110 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1110 | { |
1111 | { |
… | |
… | |
1134 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | 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) < |
1136 | (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])) |
1137 | { |
1138 | { |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); |
1140 | |
|
|
1141 | if (settings.casting_time == TRUE) |
|
|
1142 | op->casting_time = -1; |
|
|
1143 | |
1141 | |
1144 | 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); |
1145 | return 0; |
1143 | return 0; |
1146 | } |
1144 | } |
1147 | else if (spell_ob->stats.sp) |
1145 | else if (spell_ob->stats.sp) |
… | |
… | |
1200 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1198 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1201 | |
1199 | |
1202 | return 0; |
1200 | return 0; |
1203 | } |
1201 | } |
1204 | |
1202 | |
1205 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1206 | { |
|
|
1207 | if (op->casting_time == -1) |
|
|
1208 | { /* begin the casting */ |
|
|
1209 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1210 | op->spell = spell_ob; |
|
|
1211 | /* put the stringarg into the object struct so that when the |
|
|
1212 | * spell is actually cast, it knows about the stringarg. |
|
|
1213 | * necessary for the invoke command spells. |
|
|
1214 | */ |
|
|
1215 | if (stringarg) |
|
|
1216 | { |
|
|
1217 | op->spellarg = strdup (stringarg); |
|
|
1218 | } |
|
|
1219 | else |
|
|
1220 | op->spellarg = NULL; |
|
|
1221 | return 0; |
|
|
1222 | } |
|
|
1223 | else if (op->casting_time != 0) |
|
|
1224 | { |
|
|
1225 | if (op->type == PLAYER) |
|
|
1226 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1227 | return 0; |
|
|
1228 | } |
|
|
1229 | else |
|
|
1230 | { /* casting_time == 0 */ |
|
|
1231 | op->casting_time = -1; |
|
|
1232 | spell_ob = op->spell; |
|
|
1233 | stringarg = op->spellarg; |
|
|
1234 | } |
|
|
1235 | } |
|
|
1236 | else |
|
|
1237 | { |
|
|
1238 | /* Take into account how long it takes to cast the spell. |
1203 | /* Take into account how long it takes to cast the spell. |
1239 | * 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 |
1240 | * the spell object. If it is a spell object, have it |
1205 | * the spell object. If it is a spell object, have it |
1241 | * take two ticks. Things that cast spells on the players |
1206 | * take two ticks. Things that cast spells on the players |
1242 | * behalf (eg, altars, and whatever else) shouldn't cost |
1207 | * behalf (eg, altars, and whatever else) shouldn't cost |
1243 | * the player any time. |
1208 | * the player any time. |
1244 | * 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 |
1245 | */ |
1216 | */ |
1246 | if (caster == op && caster->type != FIREWALL) |
|
|
1247 | { |
|
|
1248 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1249 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1250 | * put a lower limit so that the player isn't stuck here too long |
|
|
1251 | */ |
|
|
1252 | 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)) |
1253 | 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); |
1254 | } |
1219 | } |
1255 | 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) |
1256 | { |
|
|
1257 | op->speed_left -= 2 * FABS (op->speed); |
1221 | op->speed_left -= 2 * FABS (op->speed); |
1258 | } |
|
|
1259 | } |
|
|
1260 | |
1222 | |
1261 | if (op->type == PLAYER && op == caster) |
1223 | if (op->type == PLAYER && op == caster) |
1262 | { |
1224 | { |
1263 | 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); |
1264 | 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); |
… | |
… | |
1274 | if (!skill) |
1236 | if (!skill) |
1275 | { |
1237 | { |
1276 | 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)); |
1277 | return 0; |
1239 | return 0; |
1278 | } |
1240 | } |
|
|
1241 | |
1279 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1242 | op->change_skill (skill); /* needed for proper exp credit */ |
1280 | } |
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); |
1281 | |
1247 | |
1282 | switch (spell_ob->subtype) |
1248 | switch (spell_ob->subtype) |
1283 | { |
1249 | { |
1284 | /* 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 |
1285 | * in in spells.h. |
1251 | * in in spells.h. |
1286 | */ |
1252 | */ |
1287 | case SP_RAISE_DEAD: |
1253 | case SP_RAISE_DEAD: |
1288 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1254 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1289 | break; |
1255 | break; |
1290 | |
1256 | |
1291 | case SP_RUNE: |
1257 | case SP_RUNE: |
… | |
… | |
1488 | |
1454 | |
1489 | case SP_AURA: |
1455 | case SP_AURA: |
1490 | success = create_aura (op, caster, spell_ob); |
1456 | success = create_aura (op, caster, spell_ob); |
1491 | break; |
1457 | break; |
1492 | |
1458 | |
1493 | case SP_TOWN_PORTAL: |
|
|
1494 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1495 | break; |
|
|
1496 | |
|
|
1497 | case SP_PARTY_SPELL: |
1459 | case SP_PARTY_SPELL: |
1498 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1460 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1499 | break; |
1461 | break; |
1500 | |
1462 | |
1501 | default: |
1463 | default: |
1502 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1503 | 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); |
1504 | } |
1465 | } |
1505 | |
1466 | |
1506 | /* FIXME - we need some better sound suppport */ |
1467 | /* FIXME - we need some better sound suppport */ |
1507 | // yes, for example, augment map info with the spell effect |
1468 | // yes, for example, augment map info with the spell effect |
1508 | // so clients can calculate the sounds themselves |
1469 | // so clients can calculate the sounds themselves |
1509 | //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); |
1510 | |
|
|
1511 | /* free the spell arg */ |
|
|
1512 | if (settings.casting_time == TRUE && stringarg) |
|
|
1513 | { |
|
|
1514 | free (stringarg); |
|
|
1515 | stringarg = 0; |
|
|
1516 | } |
|
|
1517 | |
1471 | |
1518 | return success; |
1472 | return success; |
1519 | } |
1473 | } |
1520 | |
1474 | |
1521 | |
1475 | |