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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.65 by root, Sat Mar 15 13:33:40 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)
189 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
190 { 128 {
191 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
192 int sk_level = skill ? skill->level : 1; 130 int sk_level = skill ? skill->level : 1;
193 131
194 level = MIN (level, sk_level + level / 10 + 1); 132 level = min (level, sk_level + level / 10 + 1);
195 } 133 }
196 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
197 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
198 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)
199 { 137 {
323 */ 261 */
324object * 262object *
325check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
326{ 264{
327 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
328 267
329 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
330 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
331 return spop; 270 return spop;
332 271
333 return NULL; 272 return 0;
334} 273}
335 274
336 275
337/* 276/*
338 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
500 /* 439 /*
501 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
502 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
503 * playability reasons. 442 * playability reasons.
504 */ 443 */
505 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
506 && tmp->type == op->type 445 && tmp->type == op->type
507 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
508 && tmp->owner == op->owner 447 && tmp->owner == op->owner
509 && ((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)))
510 { 449 {
534 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
535 */ 474 */
536int 475int
537fire_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)
538{ 477{
539 object *tmp;
540 int mflags;
541 maptile *m;
542
543 if (spell->other_arch == NULL) 478 if (!spell->other_arch)
544 return 0; 479 return 0;
545 480
546 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
547 mflags = get_map_flags (m, &m, x, y, &x, &y);
548 if (mflags & P_OUT_OF_MAP)
549 {
550 return 0;
551 }
552 482
553 tmp = arch_to_object (spell->other_arch); 483 pos.move (dir ? dir : rndm (1, 8));
554 484
555 if (tmp == NULL) 485 if (!pos.normalise ())
556 return 0; 486 return 0;
557 487
558 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))
559 { 494 {
560 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");
561 tmp->destroy (); 496 tmp->destroy ();
562 return 0; 497 return 0;
563 } 498 }
564 499
565 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);
569 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
570 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
571 tmp->x = x; 506 tmp->x = x;
572 tmp->y = y; 507 tmp->y = y;
573 tmp->direction = dir; 508 tmp->direction = dir;
574 if (op->owner != NULL)
575 tmp->set_owner (op); 509 tmp->set_owner (op);
576 else
577 tmp->set_owner (op);
578 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
579 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
580 512
581 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
582 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
583 {
584 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
585 return 0; 516 return 0;
586 } 517
587 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
588 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
589 520
590 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
591 move_spell_effect (tmp); 522 move_spell_effect (tmp);
592 523
593 return 1; 524 return 1;
594} 525}
595 526
650 if (!tmp) 581 if (!tmp)
651 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
652 583
653 return tmp; 584 return tmp;
654} 585}
655
656
657 586
658/* raytrace: 587/* raytrace:
659 * 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
660 * 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
661 * live objects. 590 * live objects.
664 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
665 * 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
666 * any, otherwise -1. 595 * any, otherwise -1.
667 * 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.
668 */ 597 */
669
670int 598int
671spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
672{ 600{
673 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
674 sint16 nx, ny; 602 sint16 nx, ny;
754 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
755 683
756 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
757 685
758 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
759 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);
760 } 688 }
761} 689}
762 690
763/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
764 * places them in nearby squares. 692 * places them in nearby squares.
1066 { 994 {
1067 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
1068 996
1069 if (!skill) 997 if (!skill)
1070 { 998 {
1071 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));
1072 return 0; 1003 return 0;
1073 } 1004 }
1074 1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1075 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))
1076 { 1009 {
1077 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));
1078 return 0; 1013 return 0;
1079 } 1014 }
1080 } 1015 }
1081 1016
1082 /* 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
1258 case SP_SMITE: 1193 case SP_SMITE:
1259 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1260 break; 1195 break;
1261 1196
1262 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1263 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);
1264 break; 1199 break;
1265 1200
1266 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1267 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1268 break; 1203 break;
1379 { 1314 {
1380 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));
1381 success = 0; 1316 success = 0;
1382 } 1317 }
1383 else 1318 else
1384 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);
1385 break; 1320 break;
1386 1321
1387 case SP_SWARM: 1322 case SP_SWARM:
1388 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1389 break; 1324 break;

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