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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.67 by root, Sun Apr 20 00:44:13 2008 UTC vs.
Revision 1.76 by root, Wed Jul 16 14:29:40 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
261 */ 261 */
262object * 262object *
263check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
264{ 264{
265 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
266 267
267 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
269 return spop; 270 return spop;
270 271
271 return NULL; 272 return 0;
272} 273}
273 274
274 275
275/* 276/*
276 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
393{ 394{
394 if (!xy_normalise (m, x, y)) 395 if (!xy_normalise (m, x, y))
395 return 0; 396 return 0;
396 397
397 mapspace &ms = m->at (x, y); 398 mapspace &ms = m->at (x, y);
399 ms.update ();
398 400
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 402 return 0;
401 403
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
438 /* 440 /*
439 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
440 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
441 * playability reasons. 443 * playability reasons.
442 */ 444 */
443 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
444 && tmp->type == op->type 446 && tmp->type == op->type
445 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner 448 && tmp->owner == op->owner
447 && ((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)))
448 { 450 {
472 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
473 */ 475 */
474int 476int
475fire_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)
476{ 478{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
482 return 0; 480 return 0;
483 481
484 m = op->map; 482 object *tmp = spell->other_arch->instance ();
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490 483
491 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 485 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502 486
503 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);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* 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 */
506 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 493 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 494 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
518 497
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
523 return 0; 501 return 0;
524 } 502
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
527 505
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 507 move_spell_effect (tmp);
530 508
531 return 1; 509 return 1;
532} 510}
533 511
588 if (!tmp) 566 if (!tmp)
589 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
590 568
591 return tmp; 569 return tmp;
592} 570}
593
594
595 571
596/* raytrace: 572/* raytrace:
597 * 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
598 * 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
599 * live objects. 575 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
603 * 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
604 * any, otherwise -1. 580 * any, otherwise -1.
605 * 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.
606 */ 582 */
607
608int 583int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 585{
611 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 587 sint16 nx, ny;
692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
693 668
694 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
695 670
696 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
697 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);
698 } 673 }
699} 674}
700 675
701/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
702 * places them in nearby squares. 677 * places them in nearby squares.
1004 { 979 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1006 981
1007 if (!skill) 982 if (!skill)
1008 { 983 {
1009 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));
1010 return 0; 988 return 0;
1011 } 989 }
1012 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1013 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))
1014 { 994 {
1015 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));
1016 return 0; 998 return 0;
1017 } 999 }
1018 } 1000 }
1019 1001
1020 /* 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
1196 case SP_SMITE: 1178 case SP_SMITE:
1197 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1198 break; 1180 break;
1199 1181
1200 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1201 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);
1202 break; 1184 break;
1203 1185
1204 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1205 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1206 break; 1188 break;
1317 { 1299 {
1318 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));
1319 success = 0; 1301 success = 0;
1320 } 1302 }
1321 else 1303 else
1322 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);
1323 break; 1305 break;
1324 1306
1325 case SP_SWARM: 1307 case SP_SWARM:
1326 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1327 break; 1309 break;
1453 check_bullet (op); 1435 check_bullet (op);
1454 return; 1436 return;
1455 } 1437 }
1456} 1438}
1457 1439
1458/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1459 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1460 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1461 * objects of the appropraite type. 1443 * objects of the appropriate type.
1462 */ 1444 */
1463void 1445void
1464apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1465{ 1447{
1466 switch (spell->subtype) 1448 switch (spell->subtype)

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