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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.24 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.50 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
143 for (at = first_archetype; at; at = at->next) 141 for (at = first_archetype; at; at = at->next)
144 { 142 {
145 if (at->clone.type == SPELL) 143 if (at->clone.type == SPELL)
146 { 144 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 146 &at->archname, at->clone.other_arch ? &at->clone.other_arch->archname : "<nil>", &at->clone.skill, at->clone.level);
149 } 147 }
150 } 148 }
151} 149}
152 150
153/* pretty basic function - basically just takes 151/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 152 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 153 */
156
157void 154void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 155spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 156{
160
161 if (spob->other_arch != NULL) 157 if (spob->other_arch)
162 { 158 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 159}
171 160
172/* 161/*
173 * This function takes a caster and spell and presents the 162 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 163 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 164 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 165 * spellpaths. Was called path_level_mod.
177 * 166 *
178 * caster is person casting hte spell. 167 * caster is person casting the spell.
179 * spell is the spell object. 168 * spell is the spell object.
180 * Returns modified level. 169 * Returns modified level.
181 */ 170 */
182int 171int
183min_casting_level (object *caster, object *spell) 172min_casting_level (object *caster, object *spell)
186 175
187 if (caster->path_denied & spell->path_attuned) 176 if (caster->path_denied & spell->path_attuned)
188 return 1; 177 return 1;
189 178
190 new_level = spell->level 179 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 180 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 182
193 return (new_level < 1) ? 1 : new_level; 183 return max (1, new_level);
194} 184}
195
196 185
197/* This function returns the effective level the spell 186/* This function returns the effective level the spell
198 * is being cast at. 187 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 188 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 189 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 190 * min_caster_level, so the difference is effectively 4
202 */ 191 */
203
204int 192int
205caster_level (object *caster, object *spell) 193caster_level (object *caster, object *spell)
206{ 194{
207 int level = caster->level; 195 int level = caster->level;
208 196
223 211
224 level = MIN (level, sk_level + level / 10 + 1); 212 level = MIN (level, sk_level + level / 10 + 1);
225 } 213 }
226 214
227 /* Got valid caster level. Now adjust for attunement */ 215 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 216 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 218
230 /* Always make this at least 1. If this is zero, we get divide by zero 219 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 220 * errors in various places.
232 */ 221 */
233 if (level < 1)
234 level = 1;
235
236 return level; 222 return max (level, 1);
237} 223}
238 224
239/* The following function scales the spellpoint cost of 225/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 226 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 227 * lower level spells become incredibly vicious at high
444 if (OUT_OF_REAL_MAP (m, x, y)) 430 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 431 return 0;
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 433 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 434 && (!QUERY_FLAG (op, FLAG_ALIVE)
449 || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here?
450 // most spells use subtypes for bolts today...
451 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 435 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 436 return 1;
453 437
454 return 0; 438 return 0;
455} 439}
473 { 457 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
475 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 460 dir = 0;
477 } 461 }
478 new_op->x = op->x + freearr_x[dir]; 462
479 new_op->y = op->y + freearr_y[dir]; 463 op->map->insert (new_op,
480 if (dir == 0) 464 op->x + freearr_x[dir], op->y + freearr_y[dir],
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 465 op,
482 else 466 dir ? 0 : INS_BELOW_ORIGINATOR);
483 insert_ob_in_map (new_op, op->map, op, 0); 467
484 return dir; 468 return dir;
485} 469}
486 470
487/* Returns true if it is ok to put spell *op on the space/may provided. 471/* Returns true if it is ok to put spell *op on the space/may provided.
488 * immune_stop is basically the attacktype of the spell (why 472 * immune_stop is basically the attacktype of the spell (why
490 * has the AT_MAGIC bit set, and there is a counterwall 474 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 475 * on the space, the object doesn't get placed. if immune stop
492 * does not have AT_MAGIC, then counterwalls do not effect the spell. 476 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 477 *
494 */ 478 */
495
496int 479int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 481{
499 object *tmp; 482 if (!xy_normalise (m, x, y))
500 int mflags;
501 maptile *mp;
502
503 mp = m;
504 mflags = get_map_flags (m, &mp, x, y, &x, &y);
505
506 if (mflags & P_OUT_OF_MAP)
507 return 0; 483 return 0;
508 484
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 485 mapspace &ms = m->at (x, y);
486
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 488 return 0;
511 489
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 490 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 491 {
514 /* If there is a counterspell on the space, and this 492 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 493 * object is using magic, don't progress. I believe we could
516 * leave this out and let in progress, and other areas of the code 494 * leave this out and let in progress, and other areas of the code
517 * will then remove it, but that would seem to to use more 495 * will then remove it, but that would seem to to use more
518 * resources, and may not work as well if a player is standing 496 * resources, and may not work as well if a player is standing
519 * on top of a counterwall spell (may hit the player before being 497 * on top of a counterwall spell (may hit the player before being
520 * removed.) On the other hand, it may be more dramatic for the 498 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
522 */ 500 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 503 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON)
505 && (tmp->type != BOW)
506 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509 // we special case floor here because there
510 // are sometimes spell effect floors
511 // which are used to inflict damage
512 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC))
526 return 0; 515 return 0;
527 516
528 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
540 * playability reasons. 529 * playability reasons.
541 */ 530 */
542 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
543 && tmp->type == op->type 532 && tmp->type == op->type
544 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 536 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
549 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
550 return 0; 540 return 0;
552 542
553 /* Perhaps we should also put checks in for no magic and unholy 543 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 544 * ground to prevent it from moving along?
555 */ 545 */
556 } 546 }
547
557 /* If it passes the above tests, it must be OK */ 548 /* If it passes the above tests, it must be OK */
558 return 1; 549 return 1;
559} 550}
560 551
561/* fire_arch_from_position: fires an archetype. 552/* fire_arch_from_position: fires an archetype.
621 return 0; 612 return 0;
622 } 613 }
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 615 SET_ANIMATION (tmp, dir);
625 616
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 617 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
627 return 1;
628
629 move_spell_effect (tmp); 618 move_spell_effect (tmp);
630 619
631 return 1; 620 return 1;
632} 621}
633
634
635 622
636/***************************************************************************** 623/*****************************************************************************
637 * 624 *
638 * Code related to rods - perhaps better located in another file? 625 * Code related to rods - perhaps better located in another file?
639 * 626 *
640 ****************************************************************************/ 627 ****************************************************************************/
641
642void 628void
643regenerate_rod (object *rod) 629regenerate_rod (object *rod)
644{ 630{
645 if (rod->stats.hp < rod->stats.maxhp) 631 if (rod->stats.hp < rod->stats.maxhp)
646 { 632 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
647 rod->stats.hp += 1 + rod->stats.maxhp / 10;
648
649 if (rod->stats.hp > rod->stats.maxhp)
650 rod->stats.hp = rod->stats.maxhp;
651 }
652} 633}
653
654 634
655void 635void
656drain_rod_charge (object *rod) 636drain_rod_charge (object *rod)
657{ 637{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 638 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 639}
660
661
662
663 640
664/* this function is commonly used to find a friendly target for 641/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 642 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 643 * op is what is looking for the target (which can be a player),
667 * dir is the direction we are looking in. Return object found, or 644 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 645 * NULL if no good object.
669 */ 646 */
670
671object * 647object *
672find_target_for_friendly_spell (object *op, int dir) 648find_target_for_friendly_spell (object *op, int dir)
673{ 649{
674 object *tmp; 650 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 651
679 /* I don't really get this block - if op isn't a player or rune, 652 /* I don't really get this block - if op isn't a player or rune,
680 * we then make the owner of this object the target. 653 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 654 * The owner could very well be no where near op.
682 */ 655 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 662 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 663 tmp = op;
691 } 664 }
692 else 665 else
693 { 666 {
694 m = op->map; 667 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 668 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 669 sint16 y = op->y + freearr_y[dir];
697
698 mflags = get_map_flags (m, &m, x, y, &x, &y);
699
700 if (mflags & P_OUT_OF_MAP)
701 tmp = NULL;
702 else
703 { 670
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 671 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 672 ? m->at (x, y).player ()
706 break; 673 : 0;
707 }
708 } 674 }
675
709 /* didn't find a player there, look in current square for a player */ 676 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 677 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 678 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 679
717 return tmp; 680 return tmp;
718} 681}
719 682
720 683
765 return freedir[i]; 728 return freedir[i];
766 } 729 }
767 return -1; /* flag for "keep going the way you were" */ 730 return -1; /* flag for "keep going the way you were" */
768} 731}
769 732
770
771
772/* put_a_monster: puts a monster named monstername near by 733/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 734 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 735 * also deals with multipart monsters properly.
775 */ 736 */
776
777void 737void
778put_a_monster (object *op, const char *monstername) 738put_a_monster (object *op, const char *monstername)
779{ 739{
780 object *tmp, *head = NULL, *prev = NULL; 740 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 741 archetype *at;
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 778
819 insert_ob_in_map (head, op->map, op, 0); 779 insert_ob_in_map (head, op->map, op, 0);
820 780
821 /* thought it'd be cool to insert a burnout, too. */ 781 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 782 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
823 tmp->map = op->map;
824 tmp->x = op->x + freearr_x[dir];
825 tmp->y = op->y + freearr_y[dir];
826 insert_ob_in_map (tmp, op->map, op, 0);
827 } 783 }
828} 784}
829 785
830/* peterm: function which summons hostile monsters and 786/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 787 * places them in nearby squares.
858{ 814{
859 int attacktype; 815 int attacktype;
860 int face; 816 int face;
861} ATTACKS[22] = 817} ATTACKS[22] =
862{ 818{
863 {
864 AT_PHYSICAL, 0}, 819 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 820 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 821 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 822 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 823 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 824 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 825 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 826 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 827 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 828 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 829 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 830 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 831 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 832 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 833 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 834 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 835 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 836 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 837 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 838 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 839 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 840 { AT_FEAR, 10},
907 841};
908
909 842
910/* shuffle_attack: peterm 843/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 844 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 845 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 846 * chooses a face appropriate to the attack that is
1031 else 964 else
1032 { 965 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 966 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 967 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 968 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 969
1039 /* increase the area of destruction a little for more powerful spells */ 970 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 971 tmp->range += isqrt (power);
1041 972
1042 if (power > 25) 973 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 974 tmp->stats.dam = 25 + isqrt (power);
1044 else 975 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 976 tmp->stats.dam = power; /* nasty recoils! */
1046 977
1047 tmp->stats.maxhp = tmp->count; 978 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 979
980 tmp->insert_at (op);
1049 } 981 }
1050 } 982 }
1051} 983}
1052 984
1053int 985int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 986cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055{ 987{
1056 int success; 988 int success;
1057 player *pl;
1058 object *spell; 989 object *spell;
1059 990
1060 if (!spell_ob->other_arch) 991 if (!spell_ob->other_arch)
1061 { 992 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 993 LOG (llevError, "cast_party_spell: empty other arch\n");
1070 if (caster->contr->party == NULL) 1001 if (caster->contr->party == NULL)
1071 { 1002 {
1072 spell->remove (); 1003 spell->remove ();
1073 return success; 1004 return success;
1074 } 1005 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 1006 for_all_players (pl)
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1077 { 1008 {
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1009 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079 } 1010 }
1080 spell->remove (); 1011 spell->remove ();
1106 * 1037 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1038 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 1039 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 1040 * objects, the caller should do what it considers appropriate.
1110 */ 1041 */
1111
1112int 1042int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1043cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114{ 1044{
1115 const char *godname; 1045 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 1046 int success = 0, mflags, cast_level = 0;
1117 object *skill = NULL; 1047 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 1048
1121 if (!spell_ob) 1049 if (!spell_ob)
1122 { 1050 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 1051 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 1052 return 0;
1153 * at least process that code. 1081 * at least process that code.
1154 */ 1082 */
1155 if (op->type == PLAYER && op == caster) 1083 if (op->type == PLAYER && op == caster)
1156 { 1084 {
1157 cast_level = caster_level (caster, spell_ob); 1085 cast_level = caster_level (caster, spell_ob);
1086
1158 if (spell_ob->skill) 1087 if (spell_ob->skill)
1159 { 1088 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 1089 skill = find_skill_by_name (op, spell_ob->skill);
1090
1161 if (!skill) 1091 if (!skill)
1162 { 1092 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1093 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1164 return 0; 1094 return 0;
1165 } 1095 }
1096
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1167 { 1098 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1099 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1169 return 0; 1100 return 0;
1170 } 1101 }
1171 } 1102 }
1103
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1104 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1105 * to have sufficient grace/mana.
1174 */ 1106 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1107 if (!QUERY_FLAG (op, FLAG_WIZ))
1176 { 1108 {
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1110 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1111 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1181 return 0; 1113 return 0;
1182 } 1114 }
1115
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1117 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1118 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1119 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1187 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1120 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1133 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1201 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1134 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1135 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1205 if (settings.casting_time == TRUE) 1138
1206 {
1207 op->casting_time = -1;
1208 }
1209 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1139 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1140 return 0;
1211 } 1141 }
1212 else if (spell_ob->stats.sp) 1142 else if (spell_ob->stats.sp)
1213 { 1143 {
1216 if (failure < 0) 1146 if (failure < 0)
1217 { 1147 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1148 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1149 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1150 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1151
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1152 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1153 return 0;
1224 } 1154 }
1225 } 1155 }
1226 } 1156 }
1249 { 1179 {
1250 if (op->type != PLAYER) 1180 if (op->type != PLAYER)
1251 return 0; 1181 return 0;
1252 1182
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1184 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1255 else 1185 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1186 {
1258 case range_magic: 1187 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1260 break; 1189 else if (item->type == SCROLL)
1261 case range_misc:
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1263 break;
1264 case range_golem:
1265 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1190 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1266 break;
1267 default:
1268 break;
1269 }
1270 return 0;
1271 }
1272
1273 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1274 {
1275 if (op->casting_time == -1)
1276 { /* begin the casting */
1277 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1278 op->spell = spell_ob;
1279 /* put the stringarg into the object struct so that when the
1280 * spell is actually cast, it knows about the stringarg.
1281 * necessary for the invoke command spells.
1282 */
1283 if (stringarg)
1284 {
1285 op->spellarg = strdup (stringarg);
1286 }
1287 else 1191 else
1288 op->spellarg = NULL; 1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1289 return 0;
1290 }
1291 else if (op->casting_time != 0)
1292 {
1293 if (op->type == PLAYER)
1294 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1295 return 0;
1296 } 1193 }
1297 else 1194 else
1298 { /* casting_time == 0 */ 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1299 op->casting_time = -1; 1196
1300 spell_ob = op->spell; 1197 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1198 }
1199
1306 /* Take into account how long it takes to cast the spell. 1200 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1201 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1202 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1203 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1204 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1205 * the player any time.
1312 * Ignore casting time for firewalls 1206 * Ignore casting time for firewalls
1207 */
1208 if (caster == op && caster->type != FIREWALL)
1209 {
1210 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1211 /* Other portions of the code may also decrement the speed of the player, so
1212 * put a lower limit so that the player isn't stuck here too long
1313 */ 1213 */
1314 if (caster == op && caster->type != FIREWALL)
1315 {
1316 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1317 /* Other portions of the code may also decrement the speed of the player, so
1318 * put a lower limit so that the player isn't stuck here too long
1319 */
1320 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1214 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1321 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1215 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1216 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1217 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1324 {
1325 op->speed_left -= 2 * FABS (op->speed); 1218 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1219
1329 if (op->type == PLAYER && op == caster) 1220 if (op->type == PLAYER && op == caster)
1330 { 1221 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1222 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1332 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1223 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1342 if (!skill) 1233 if (!skill)
1343 { 1234 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1235 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1345 return 0; 1236 return 0;
1346 } 1237 }
1238
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1239 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1240 }
1241
1242 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1243 return RESULT_INT (0);
1349 1244
1350 switch (spell_ob->subtype) 1245 switch (spell_ob->subtype)
1351 { 1246 {
1352 /* The order of case statements is same as the order they show up 1247 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1248 * in in spells.h.
1354 */ 1249 */
1355 case SP_RAISE_DEAD: 1250 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1251 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357 break; 1252 break;
1358 1253
1359 case SP_RUNE: 1254 case SP_RUNE:
1392 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1287 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1393 break; 1288 break;
1394 1289
1395 case SP_SUMMON_GOLEM: 1290 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1291 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1292 break;
1399 1293
1400 case SP_DIMENSION_DOOR: 1294 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1295 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1296 * moved.
1535 success = cast_consecrate (op, caster, spell_ob); 1429 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1430 break;
1537 1431
1538 case SP_ANIMATE_WEAPON: 1432 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1433 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1434 break;
1542 1435
1543 case SP_LIGHT: 1436 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1437 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1438 break;
1558 1451
1559 case SP_AURA: 1452 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1453 success = create_aura (op, caster, spell_ob);
1561 break; 1454 break;
1562 1455
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1456 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1457 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569 break; 1458 break;
1570 1459
1571 default: 1460 default:
1572 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1573 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1461 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1574 } 1462 }
1575 1463
1576 /* FIXME - we need some better sound suppport */ 1464 /* FIXME - we need some better sound suppport */
1577 // yes, for example, augment map info with the spell effect 1465 // yes, for example, augment map info with the spell effect
1578 // so clients can calculate the sounds themselves 1466 // so clients can calculate the sounds themselves
1579 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1467 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1580 1468
1581 /* free the spell arg */
1582 if (settings.casting_time == TRUE && stringarg)
1583 {
1584 free (stringarg);
1585 stringarg = NULL;
1586 }
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1588 * to something like use_magic_item, but you really want to be able to fire
1589 * it again.
1590 */
1591 if (op->contr)
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593
1594 return success; 1469 return success;
1595} 1470}
1596 1471
1597 1472
1598/* This is called from time.c/process_object(). That function 1473/* This is called from time.c/process_object(). That function
1690 break; 1565 break;
1691 1566
1692 case SP_MOVING_BALL: 1567 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1568 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1569 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1570 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1571 save_throw_object (victim, spell->attacktype, spell);
1697 break; 1572 break;
1698 } 1573 }
1699} 1574}

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