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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.64 by root, Thu Mar 13 12:20:52 2008 UTC vs.
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra 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
77 dest->skill = spob->skill; 77 dest->skill = spob->skill;
78 else 78 else
79 dest->skill = caster->skill; 79 dest->skill = caster->skill;
80} 80}
81 81
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
145 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
146 */ 84 */
147void 85void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
183int 121int
184caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
185{ 123{
186 int level = caster->level; 124 int level = caster->level;
187 125
188 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
189 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
190 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
191 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
192 { 137 {
193 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
194 break; 139 break;
195 } 140 }
196
197 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
198 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
199 {
200 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
201 int sk_level = skill ? skill->level : 1;
202
203 level = MIN (level, sk_level + level / 10 + 1);
204 }
205 141
206 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
207 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
208 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
209 145
257 else 193 else
258 { 194 {
259 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
260 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
261 sp = 1; 197 sp = 1;
198
262 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
263 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
264 grace = 1; 201 grace = 1;
265 } 202 }
266 203
324 */ 261 */
325object * 262object *
326check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
327{ 264{
328 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
329 267
330 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
331 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
332 return spop; 270 return spop;
333 271
334 return NULL; 272 return 0;
335} 273}
336 274
337 275
338/* 276/*
339 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
501 /* 439 /*
502 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
503 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
504 * playability reasons. 442 * playability reasons.
505 */ 443 */
506 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
507 && tmp->type == op->type 445 && tmp->type == op->type
508 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
509 && tmp->owner == op->owner 447 && tmp->owner == op->owner
510 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
511 { 449 {
535 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
536 */ 474 */
537int 475int
538fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
539{ 477{
540 object *tmp;
541 int mflags;
542 maptile *m;
543
544 if (spell->other_arch == NULL) 478 if (!spell->other_arch)
545 return 0; 479 return 0;
546 480
547 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
548 mflags = get_map_flags (m, &m, x, y, &x, &y);
549 if (mflags & P_OUT_OF_MAP)
550 {
551 return 0;
552 }
553 482
554 tmp = arch_to_object (spell->other_arch); 483 pos.move (dir ? dir : rndm (1, 8));
555 484
556 if (tmp == NULL) 485 if (!pos.normalise ())
557 return 0; 486 return 0;
558 487
559 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) 488 object *tmp = spell->other_arch->instance ();
489
490 if (!tmp)
491 return 0;
492
493 if (pos.ms ().blocks (tmp))
560 { 494 {
561 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
562 tmp->destroy (); 496 tmp->destroy ();
563 return 0; 497 return 0;
564 } 498 }
565 499
566 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
570 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
571 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
572 tmp->x = x; 506 tmp->x = x;
573 tmp->y = y; 507 tmp->y = y;
574 tmp->direction = dir; 508 tmp->direction = dir;
575 if (op->owner != NULL)
576 tmp->set_owner (op); 509 tmp->set_owner (op);
577 else
578 tmp->set_owner (op);
579 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
580 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
581 512
582 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
583 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
584 {
585 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
586 return 0; 516 return 0;
587 } 517
588 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
589 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
590 520
591 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
592 move_spell_effect (tmp); 522 move_spell_effect (tmp);
593 523
594 return 1; 524 return 1;
595} 525}
596 526
651 if (!tmp) 581 if (!tmp)
652 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
653 583
654 return tmp; 584 return tmp;
655} 585}
656
657
658 586
659/* raytrace: 587/* raytrace:
660 * spell_find_dir(map, x, y, exclude) will search first the center square 588 * spell_find_dir(map, x, y, exclude) will search first the center square
661 * then some close squares in the given map at the given coordinates for 589 * then some close squares in the given map at the given coordinates for
662 * live objects. 590 * live objects.
665 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
666 * It returns the direction toward the first/closest live object if it finds 594 * It returns the direction toward the first/closest live object if it finds
667 * any, otherwise -1. 595 * any, otherwise -1.
668 * note that exclude can be NULL, in which case all bets are off. 596 * note that exclude can be NULL, in which case all bets are off.
669 */ 597 */
670
671int 598int
672spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
673{ 600{
674 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
675 sint16 nx, ny; 602 sint16 nx, ny;
755 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
756 683
757 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
758 685
759 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
760 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
761 } 688 }
762} 689}
763 690
764/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
765 * places them in nearby squares. 692 * places them in nearby squares.
1067 { 994 {
1068 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
1069 996
1070 if (!skill) 997 if (!skill)
1071 { 998 {
1072 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 999 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name));
1073 return 0; 1003 return 0;
1074 } 1004 }
1075 1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1076 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1077 { 1009 {
1078 op->failmsg ("You lack enough skill to cast that spell!"); 1010 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1012 cast_level, casting_level));
1079 return 0; 1013 return 0;
1080 } 1014 }
1081 } 1015 }
1082 1016
1083 /* If the caster is the wiz, they don't ever fail, and don't have 1017 /* If the caster is the wiz, they don't ever fail, and don't have
1259 case SP_SMITE: 1193 case SP_SMITE:
1260 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1261 break; 1195 break;
1262 1196
1263 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1264 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1265 break; 1199 break;
1266 1200
1267 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1268 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1269 break; 1203 break;
1380 { 1314 {
1381 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1315 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1382 success = 0; 1316 success = 0;
1383 } 1317 }
1384 else 1318 else
1385 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1386 break; 1320 break;
1387 1321
1388 case SP_SWARM: 1322 case SP_SWARM:
1389 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1390 break; 1324 break;

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