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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.43 by root, Mon Apr 30 04:43:46 2007 UTC vs.
Revision 1.54 by root, Sun Jul 1 05:00:20 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 }
136void 135void
137dump_spells (void) 136dump_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 ****************************************************************************/
628void 627void
629regenerate_rod (object *rod) 628regenerate_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
641void 634void
642drain_rod_charge (object *rod) 635drain_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

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