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 1.114 by root, Sat Apr 10 04:54:10 2010 UTC vs.
Revision 1.116 by root, Sun Apr 11 00:34:06 2010 UTC

326{ 326{
327 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 328 return 0;
329 329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 334 return 1;
335 335
336 return 0; 336 return 0;
337} 337}
356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358 dir = 0; 358 dir = 0;
359 } 359 }
360 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
362 op->map->insert (new_op, 362 op->map->insert (new_op,
363 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
364 op, 364 op,
365 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 366
416 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
417 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
419 */ 419 */
420 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
422 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW) 424 && (tmp->type != BOW)
425 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there 428 // we special case floor here because there
429 // are sometimes spell effect floors 429 // are sometimes spell effect floors
430 // which are used to inflict damage 430 // which are used to inflict damage
431 // (and those shouldn't go away from 431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
517 return 0; 517 return 0;
518 518
519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
520 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
521 521
522 if ((tmp = op->map->insert (tmp, x, y, op))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
523 move_spell_effect (tmp); 523 move_spell_effect (tmp);
524 524
562 { 562 {
563 tmp = op->owner; 563 tmp = op->owner;
564 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
565 * to the caster. 565 * to the caster.
566 */ 566 */
567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
568 tmp = op; 568 tmp = op;
569 } 569 }
570 else 570 else
571 { 571 {
572 maptile *m = op->map; 572 maptile *m = op->map;
620 continue; 620 continue;
621 621
622 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
623 623
624 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
627 tmp = tmp->above; 627 tmp = tmp->above;
628 628
629 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630 return freedir[i]; 630 return freedir[i];
945int 945int
946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947{ 947{
948 const char *godname; 948 const char *godname;
949 int success = 0; 949 int success = 0;
950 object *skill = NULL;
951 950
952 if (!spell_ob) 951 if (!spell_ob)
953 { 952 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 953 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 954 return 0;
966 } 965 }
967 966
968 /* if caster is a spell casting object, this normally shouldn't be 967 /* if caster is a spell casting object, this normally shouldn't be
969 * an issue, because they don't have any spellpaths set up. 968 * an issue, because they don't have any spellpaths set up.
970 */ 969 */
971 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 970 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
972 { 971 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 972 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
974 return 0; 973 return 0;
975 } 974 }
975
976 object *skill = 0;
976 977
977 /* if it is a player casting the spell, and they are really casting it 978 /* if it is a player casting the spell, and they are really casting it
978 * (vs it coming from a wand, scroll, or whatever else), do some 979 * (vs it coming from a wand, scroll, or whatever else), do some
979 * checks. We let monsters do special things - eg, they 980 * checks. We let monsters do special things - eg, they
980 * don't need the skill, bypass level checks, etc. The monster function 981 * don't need the SKILL, BYpass level checks, etc. The monster function
981 * should take care of that. 982 * should take care of that.
982 * Remove the wiz check here and move it further down - some spells 983 * Remove the wiz check here and move it further down - some spells
983 * need to have the right skill pointer passed, so we need to 984 * need to have the right skill pointer passed, so we need to
984 * at least process that code. 985 * at least process that code.
985 */ 986 */
1025 } 1026 }
1026 1027
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1028 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1029 * to have sufficient grace/mana.
1029 */ 1030 */
1030 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1031 if (!op->flag [FLAG_WIZCAST])
1031 { 1032 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1033 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1034 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 { 1035 {
1035 op->failmsg ("You don't have enough mana!"); 1036 op->failmsg ("You don't have enough mana!");
1083 * not alive, then this would mean that the mapmaker put the 1084 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1085 * objects on the space - presume that they know what they are
1085 * doing. 1086 * doing.
1086 */ 1087 */
1087 1088
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1089 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1090 {
1090 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood 1091 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1091 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1092 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1092 return 0; 1093 return 0;
1093 } 1094 }
1094 1095
1095 if ((spell_ob->type == SPELL) 1096 if ((spell_ob->type == SPELL)
1096 && (caster->type != POTION) 1097 && (caster->type != POTION)
1097 && !QUERY_FLAG (op, FLAG_WIZCAST) 1098 && !op->flag [FLAG_WIZCAST]
1098 && (QUERY_FLAG (caster, FLAG_ALIVE) 1099 && (caster->flag [FLAG_ALIVE]
1099 || QUERY_FLAG (op, FLAG_ALIVE)) 1100 || op->flag [FLAG_ALIVE])
1100 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1101 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1101 { 1102 {
1102 if (op->type != PLAYER) 1103 if (op->type != PLAYER)
1103 return 0; 1104 return 0;
1104 1105
1150 * object requires. 1151 * object requires.
1151 */ 1152 */
1152 if (op != caster && !skill && caster->skill) 1153 if (op != caster && !skill && caster->skill)
1153 { 1154 {
1154 skill = find_skill_by_name (op, caster->skill); 1155 skill = find_skill_by_name (op, caster->skill);
1156
1155 if (!skill) 1157 if (!skill)
1156 { 1158 {
1157 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); 1159 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1158 return 0; 1160 return 0;
1159 } 1161 }
1160
1161 op->change_skill (skill); /* needed for proper exp credit */
1162 } 1162 }
1163 1163
1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1165 return RESULT_INT (0); 1165 return RESULT_INT (0);
1166
1167 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1168 // at least temporarily, which might not be true due to slot restrictions, but hey
1169 // invoke requires it basically.
1170
1171 object *chosen_skill = op->chosen_skill;
1172 op->chosen_skill = skill;
1166 1173
1167 switch (spell_ob->subtype) 1174 switch (spell_ob->subtype)
1168 { 1175 {
1169 /* The order of case statements is same as the order they show up 1176 /* The order of case statements is same as the order they show up
1170 * in spells.h. 1177 * in spells.h.
1381 1388
1382 default: 1389 default:
1383 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1390 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1384 } 1391 }
1385 1392
1393 // restore chosen_skill
1394 op->chosen_skill = chosen_skill;
1395
1386 op->play_sound ( 1396 op->play_sound (
1387 success 1397 success
1388 ? spell_ob->sound 1398 ? spell_ob->sound
1389 ? spell_ob->sound 1399 ? spell_ob->sound
1390 : sound_find ("spell_success") 1400 : sound_find ("spell_success")
1454apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1455{ 1465{
1456 switch (spell->subtype) 1466 switch (spell->subtype)
1457 { 1467 {
1458 case SP_CONE: 1468 case SP_CONE:
1459 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) 1469 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1460 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1461 break; 1471 break;
1462 1472
1463 case SP_MAGIC_MISSILE: 1473 case SP_MAGIC_MISSILE:
1464 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1474 if (victim->flag [FLAG_ALIVE])
1465 { 1475 {
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 spell->destroy (); 1477 spell->destroy ();
1468 } 1478 }
1469 break; 1479 break;
1470 1480
1471 case SP_MOVING_BALL: 1481 case SP_MOVING_BALL:
1472 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1482 if (victim->flag [FLAG_ALIVE])
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474 else if (victim->material != MATERIAL_NULL) 1484 else if (victim->material != MATERIAL_NULL)
1475 save_throw_object (victim, spell->attacktype, spell); 1485 save_throw_object (victim, spell->attacktype, spell);
1476 1486
1477 break; 1487 break;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines