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 |
… | |
… | |
748 | |
747 | |
749 | /* find a free square nearby |
748 | /* find a free square nearby |
750 | * first we check the closest square for free squares |
749 | * first we check the closest square for free squares |
751 | */ |
750 | */ |
752 | |
751 | |
753 | 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); |
754 | if (dir != -1) |
753 | if (dir != -1) |
755 | { |
754 | { |
756 | /* This is basically grabbed for generate monster. Fixed 971225 to |
755 | /* This is basically grabbed for generate monster. Fixed 971225 to |
757 | * insert multipart monsters properly |
756 | * insert multipart monsters properly |
758 | */ |
757 | */ |
|
|
758 | //TODO: use expand_tail + ... |
759 | while (at != NULL) |
759 | while (at != NULL) |
760 | { |
760 | { |
761 | tmp = arch_to_object (at); |
761 | tmp = arch_to_object (at); |
762 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
762 | tmp->x = op->x + freearr_x[dir] + at->x; |
763 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
763 | tmp->y = op->y + freearr_y[dir] + at->y; |
764 | tmp->map = op->map; |
764 | tmp->map = op->map; |
765 | if (head) |
765 | if (head) |
766 | { |
766 | { |
767 | tmp->head = head; |
767 | tmp->head = head; |
768 | prev->more = tmp; |
768 | prev->more = tmp; |
769 | } |
769 | } |
|
|
770 | |
770 | if (!head) |
771 | if (!head) |
771 | head = tmp; |
772 | head = tmp; |
|
|
773 | |
772 | prev = tmp; |
774 | prev = tmp; |
|
|
775 | |
773 | at = at->more; |
776 | at = (archetype *)at->more; |
774 | } |
777 | } |
775 | |
778 | |
776 | if (head->randomitems) |
779 | if (head->randomitems) |
777 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
780 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
778 | |
781 | |
… | |
… | |
1132 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | /* player/monster is trying to cast the spell. might fumble it */ |
1133 | 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) < |
1134 | (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])) |
1135 | { |
1138 | { |
1136 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); |
1138 | |
1141 | |
1139 | 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); |
1140 | return 0; |
1143 | return 0; |
1141 | } |
1144 | } |
1142 | else if (spell_ob->stats.sp) |
1145 | else if (spell_ob->stats.sp) |