ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.64 by root, Thu Mar 13 12:20:52 2008 UTC vs.
Revision 1.75 by root, Mon Jul 14 00:04:57 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
456{ 394{
457 if (!xy_normalise (m, x, y)) 395 if (!xy_normalise (m, x, y))
458 return 0; 396 return 0;
459 397
460 mapspace &ms = m->at (x, y); 398 mapspace &ms = m->at (x, y);
399 ms.update ();
461 400
462 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
463 return 0; 402 return 0;
464 403
465 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
501 /* 440 /*
502 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
503 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
504 * playability reasons. 443 * playability reasons.
505 */ 444 */
506 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
507 && tmp->type == op->type 446 && tmp->type == op->type
508 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
509 && tmp->owner == op->owner 448 && tmp->owner == op->owner
510 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
511 { 450 {
535 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
536 */ 475 */
537int 476int
538fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 477fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
539{ 478{
540 object *tmp;
541 int mflags;
542 maptile *m;
543
544 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
545 return 0; 480 return 0;
546 481
547 m = op->map; 482 object *tmp = spell->other_arch->instance ();
548 mflags = get_map_flags (m, &m, x, y, &x, &y);
549 if (mflags & P_OUT_OF_MAP)
550 {
551 return 0;
552 }
553 483
554 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
555
556 if (tmp == NULL)
557 return 0; 485 return 0;
558
559 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
560 {
561 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
562 tmp->destroy ();
563 return 0;
564 }
565 486
566 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 487 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
567 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
568 /* code in time.c uses food for some things, duration for others */ 489 /* code in time.c uses food for some things, duration for others */
569 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
570 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
571 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
572 tmp->x = x;
573 tmp->y = y;
574 tmp->direction = dir; 493 tmp->direction = dir;
575 if (op->owner != NULL)
576 tmp->set_owner (op); 494 tmp->set_owner (op);
577 else
578 tmp->set_owner (op);
579 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
580 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
581 497
582 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
583 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
584 {
585 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
586 return 0; 501 return 0;
587 } 502
588 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
589 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
590 505
591 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
592 move_spell_effect (tmp); 507 move_spell_effect (tmp);
593 508
594 return 1; 509 return 1;
595} 510}
596 511
651 if (!tmp) 566 if (!tmp)
652 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
653 568
654 return tmp; 569 return tmp;
655} 570}
656
657
658 571
659/* raytrace: 572/* raytrace:
660 * spell_find_dir(map, x, y, exclude) will search first the center square 573 * 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 574 * then some close squares in the given map at the given coordinates for
662 * live objects. 575 * live objects.
665 * monsters/generators only. If not, the spell will hunt players only. 578 * 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 579 * It returns the direction toward the first/closest live object if it finds
667 * any, otherwise -1. 580 * any, otherwise -1.
668 * note that exclude can be NULL, in which case all bets are off. 581 * note that exclude can be NULL, in which case all bets are off.
669 */ 582 */
670
671int 583int
672spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
673{ 585{
674 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
675 sint16 nx, ny; 587 sint16 nx, ny;
755 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
756 668
757 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
758 670
759 /* thought it'd be cool to insert a burnout, too. */ 671 /* 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); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
761 } 673 }
762} 674}
763 675
764/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
765 * places them in nearby squares. 677 * places them in nearby squares.
1067 { 979 {
1068 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1069 981
1070 if (!skill) 982 if (!skill)
1071 { 983 {
1072 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 984 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name));
1073 return 0; 988 return 0;
1074 } 989 }
1075 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1076 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1077 { 994 {
1078 op->failmsg ("You lack enough skill to cast that spell!"); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997 cast_level, casting_level));
1079 return 0; 998 return 0;
1080 } 999 }
1081 } 1000 }
1082 1001
1083 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1259 case SP_SMITE: 1178 case SP_SMITE:
1260 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1261 break; 1180 break;
1262 1181
1263 case SP_MAGIC_MISSILE: 1182 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); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1265 break; 1184 break;
1266 1185
1267 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1268 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1269 break; 1188 break;
1380 { 1299 {
1381 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1382 success = 0; 1301 success = 0;
1383 } 1302 }
1384 else 1303 else
1385 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1386 break; 1305 break;
1387 1306
1388 case SP_SWARM: 1307 case SP_SWARM:
1389 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1390 break; 1309 break;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines