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/cvs/deliantra/server/server/spell_util.C
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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.41 by root, Sat Apr 28 17:51:58 2007 UTC vs.
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
19 * along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
1044 * 1043 *
1045 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1044 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1046 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1047 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1048 */ 1047 */
1049
1050int 1048int
1051cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 1050{
1053 const char *godname; 1051 const char *godname;
1054 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1055 object *skill = NULL; 1053 object *skill = NULL;
1056
1057 old_shoottype = op->contr ? op->contr->shoottype : 0;
1058 1054
1059 if (!spell_ob) 1055 if (!spell_ob)
1060 { 1056 {
1061 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1062 return 0; 1058 return 0;
1155 if (failure < 0) 1151 if (failure < 0)
1156 { 1152 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1158 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1159 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1160 op->contr->shoottype = (rangetype) old_shoottype; 1156
1161 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1162 return 0; 1158 return 0;
1163 } 1159 }
1164 } 1160 }
1165 } 1161 }
1188 { 1184 {
1189 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1190 return 0; 1186 return 0;
1191 1187
1192 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1194 else 1190 else
1195 switch (op->contr->shoottype)
1196 {
1197 case range_magic:
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1199 break; 1192
1200 case range_misc:
1201 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1202 break;
1203 case range_golem:
1204 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1205 break;
1206 default:
1207 break;
1208 }
1209 return 0; 1193 return 0;
1210 } 1194 }
1211 1195
1212 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1213 { 1197 {
1331 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1332 break; 1316 break;
1333 1317
1334 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1335 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1336 old_shoottype = range_golem;
1337 break; 1320 break;
1338 1321
1339 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1340 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1341 * moved. 1324 * moved.
1474 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1475 break; 1458 break;
1476 1459
1477 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1478 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1479 old_shoottype = range_golem;
1480 break; 1462 break;
1481 1463
1482 case SP_LIGHT: 1464 case SP_LIGHT:
1483 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1484 break; 1466 break;
1519 1501
1520 /* free the spell arg */ 1502 /* free the spell arg */
1521 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1522 { 1504 {
1523 free (stringarg); 1505 free (stringarg);
1524 stringarg = NULL; 1506 stringarg = 0;
1525 } 1507 }
1526 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1527 * to something like use_magic_item, but you really want to be able to fire
1528 * it again.
1529 */
1530 if (op->contr)
1531 op->contr->shoottype = (rangetype) old_shoottype;
1532 1508
1533 return success; 1509 return success;
1534} 1510}
1535 1511
1536 1512

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