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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.59 by root, Mon Aug 27 05:10:51 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
98 95
99 if (init_spells_done) 96 if (init_spells_done)
100 return; 97 return;
101 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
102 99
103 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
104 { 101 {
105 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
106 { 103 {
107 if (at->clone.skill) 104 if (at->skill)
108 { 105 {
109 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
111 break; 108 break;
112 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
113 { 110 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
115 } 112 }
116 } 113 }
117 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
118 } 115 }
119 } 116 }
134/* Dumps all the spells - now also dumps skill associated with the spell. 131/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty 132 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
137 */ 134 */
138void 135void
139dump_spells (void) 136dump_spells ()
140{ 137{
141 archetype *at; 138 for_all_archetypes (at)
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL) 139 if (at->type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
149 }
150 }
151} 142}
152 143
153/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 145 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 146 */
156
157void 147void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 148spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 149{
160
161 if (spob->other_arch != NULL) 150 if (spob->other_arch)
162 { 151 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} 152}
171 153
172/* 154/*
173 * This function takes a caster and spell and presents the 155 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 156 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 157 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 158 * spellpaths. Was called path_level_mod.
177 * 159 *
178 * caster is person casting hte spell. 160 * caster is person casting the spell.
179 * spell is the spell object. 161 * spell is the spell object.
180 * Returns modified level. 162 * Returns modified level.
181 */ 163 */
182int 164int
183min_casting_level (object *caster, object *spell) 165min_casting_level (object *caster, object *spell)
186 168
187 if (caster->path_denied & spell->path_attuned) 169 if (caster->path_denied & spell->path_attuned)
188 return 1; 170 return 1;
189 171
190 new_level = spell->level 172 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 173 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 175
193 return (new_level < 1) ? 1 : new_level; 176 return max (1, new_level);
194} 177}
195
196 178
197/* This function returns the effective level the spell 179/* This function returns the effective level the spell
198 * is being cast at. 180 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 181 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 182 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 183 * min_caster_level, so the difference is effectively 4
202 */ 184 */
203
204int 185int
205caster_level (object *caster, object *spell) 186caster_level (object *caster, object *spell)
206{ 187{
207 int level = caster->level; 188 int level = caster->level;
208 189
223 204
224 level = MIN (level, sk_level + level / 10 + 1); 205 level = MIN (level, sk_level + level / 10 + 1);
225 } 206 }
226 207
227 /* Got valid caster level. Now adjust for attunement */ 208 /* 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); 209 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 211
230 /* Always make this at least 1. If this is zero, we get divide by zero 212 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 213 * errors in various places.
232 */ 214 */
233 if (level < 1)
234 level = 1;
235
236 return level; 215 return max (level, 1);
237} 216}
238 217
239/* The following function scales the spellpoint cost of 218/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 219 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 220 * lower level spells become incredibly vicious at high
471 { 450 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 453 dir = 0;
475 } 454 }
476 new_op->x = op->x + freearr_x[dir]; 455
477 new_op->y = op->y + freearr_y[dir]; 456 SET_FLAG (new_op, FLAG_IDENTIFIED);
478 if (dir == 0) 457 op->map->insert (new_op,
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 458 op->x + freearr_x[dir], op->y + freearr_y[dir],
480 else 459 op,
481 insert_ob_in_map (new_op, op->map, op, 0); 460 dir ? 0 : INS_BELOW_ORIGINATOR);
461
482 return dir; 462 return dir;
483} 463}
484 464
485/* Returns true if it is ok to put spell *op on the space/may provided. 465/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 466 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 468 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 469 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 470 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 471 *
492 */ 472 */
493
494int 473int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 474ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 475{
497 object *tmp; 476 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 477 return 0;
506 478
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 479 mapspace &ms = m->at (x, y);
480
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 482 return 0;
509 483
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 484 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 485 {
512 /* If there is a counterspell on the space, and this 486 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 487 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code 488 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more 489 * will then remove it, but that would seem to to use more
516 * resources, and may not work as well if a player is standing 490 * resources, and may not work as well if a player is standing
517 * on top of a counterwall spell (may hit the player before being 491 * on top of a counterwall spell (may hit the player before being
518 * removed.) On the other hand, it may be more dramatic for the 492 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 493 * spell to actually hit the counterwall and be sucked up.
520 */ 494 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 495 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 496 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 497 && (tmp->type != PLAYER)
498 && (tmp->type != WEAPON)
499 && (tmp->type != BOW)
500 && (tmp->type != ARROW)
501 && (tmp->type != GOLEM)
502 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
503 // we special case floor here because there
504 // are sometimes spell effect floors
505 // which are used to inflict damage
506 // (and those shouldn't go away from
507 // sanctuary) see also: permanent lava
508 && (immune_stop & AT_MAGIC))
524 return 0; 509 return 0;
525 510
526 /* This is to prevent 'out of control' spells. Basically, this 511 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 512 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 513 * needed for performance reasons, and just for playability I believe.
538 * playability reasons. 523 * playability reasons.
539 */ 524 */
540 if (tmp->arch == op->arch 525 if (tmp->arch == op->arch
541 && tmp->type == op->type 526 && tmp->type == op->type
542 && tmp->subtype == op->subtype 527 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 530 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 531 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 532 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 533 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 534 return 0;
550 536
551 /* Perhaps we should also put checks in for no magic and unholy 537 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 538 * ground to prevent it from moving along?
553 */ 539 */
554 } 540 }
541
555 /* If it passes the above tests, it must be OK */ 542 /* If it passes the above tests, it must be OK */
556 return 1; 543 return 1;
557} 544}
558 545
559/* fire_arch_from_position: fires an archetype. 546/* fire_arch_from_position: fires an archetype.
619 return 0; 606 return 0;
620 } 607 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 608 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 609 SET_ANIMATION (tmp, dir);
623 610
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 611 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 612 move_spell_effect (tmp);
628 613
629 return 1; 614 return 1;
630} 615}
631
632
633 616
634/***************************************************************************** 617/*****************************************************************************
635 * 618 *
636 * Code related to rods - perhaps better located in another file? 619 * Code related to rods - perhaps better located in another file?
637 * 620 *
638 ****************************************************************************/ 621 ****************************************************************************/
639
640void 622void
641regenerate_rod (object *rod) 623regenerate_rod (object *rod)
642{ 624{
643 if (rod->stats.hp < rod->stats.maxhp) 625 if (rod->stats.hp < rod->stats.maxhp)
644 { 626 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
646
647 if (rod->stats.hp > rod->stats.maxhp)
648 rod->stats.hp = rod->stats.maxhp;
649 }
650} 627}
651
652 628
653void 629void
654drain_rod_charge (object *rod) 630drain_rod_charge (object *rod)
655{ 631{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 632 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 633}
658
659
660
661 634
662/* this function is commonly used to find a friendly target for 635/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 636 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 637 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 638 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 639 * NULL if no good object.
667 */ 640 */
668
669object * 641object *
670find_target_for_friendly_spell (object *op, int dir) 642find_target_for_friendly_spell (object *op, int dir)
671{ 643{
672 object *tmp; 644 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 645
677 /* I don't really get this block - if op isn't a player or rune, 646 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 647 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 648 * The owner could very well be no where near op.
680 */ 649 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 656 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 657 tmp = op;
689 } 658 }
690 else 659 else
691 { 660 {
692 m = op->map; 661 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 662 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 663 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 664
665 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 666 ? m->at (x, y).player ()
667 : 0;
702 } 668 }
703 669
704 /* didn't find a player there, look in current square for a player */ 670 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 671 if (!tmp)
706 tmp = op->ms ().player (); 672 tmp = op->ms ().player ();
756 return freedir[i]; 722 return freedir[i];
757 } 723 }
758 return -1; /* flag for "keep going the way you were" */ 724 return -1; /* flag for "keep going the way you were" */
759} 725}
760 726
761
762
763/* put_a_monster: puts a monster named monstername near by 727/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 728 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 729 * also deals with multipart monsters properly.
766 */ 730 */
767
768void 731void
769put_a_monster (object *op, const char *monstername) 732put_a_monster (object *op, const char *monstername)
770{ 733{
771 object *tmp, *head = NULL, *prev = NULL; 734 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 735 archetype *at;
779 742
780 /* find a free square nearby 743 /* find a free square nearby
781 * first we check the closest square for free squares 744 * first we check the closest square for free squares
782 */ 745 */
783 746
784 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 747 dir = find_first_free_spot (at, op->map, op->x, op->y);
785 if (dir != -1) 748 if (dir != -1)
786 { 749 {
787 /* This is basically grabbed for generate monster. Fixed 971225 to 750 /* This is basically grabbed for generate monster. Fixed 971225 to
788 * insert multipart monsters properly 751 * insert multipart monsters properly
789 */ 752 */
753 //TODO: use expand_tail + ...
790 while (at != NULL) 754 while (at != NULL)
791 { 755 {
792 tmp = arch_to_object (at); 756 tmp = arch_to_object (at);
793 tmp->x = op->x + freearr_x[dir] + at->clone.x; 757 tmp->x = op->x + freearr_x[dir] + at->x;
794 tmp->y = op->y + freearr_y[dir] + at->clone.y; 758 tmp->y = op->y + freearr_y[dir] + at->y;
795 tmp->map = op->map; 759 tmp->map = op->map;
796 if (head) 760 if (head)
797 { 761 {
798 tmp->head = head; 762 tmp->head = head;
799 prev->more = tmp; 763 prev->more = tmp;
800 } 764 }
765
801 if (!head) 766 if (!head)
802 head = tmp; 767 head = tmp;
768
803 prev = tmp; 769 prev = tmp;
770
804 at = at->more; 771 at = (archetype *)at->more;
805 } 772 }
806 773
807 if (head->randomitems) 774 if (head->randomitems)
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 775 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 776
810 insert_ob_in_map (head, op->map, op, 0); 777 insert_ob_in_map (head, op->map, op, 0);
811 778
812 /* thought it'd be cool to insert a burnout, too. */ 779 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 780 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 781 }
819} 782}
820 783
821/* peterm: function which summons hostile monsters and 784/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 785 * places them in nearby squares.
849{ 812{
850 int attacktype; 813 int attacktype;
851 int face; 814 int face;
852} ATTACKS[22] = 815} ATTACKS[22] =
853{ 816{
854 {
855 AT_PHYSICAL, 0}, 817 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 818 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 819 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 820 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 821 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 822 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 823 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 824 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 825 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 826 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 827 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 828 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 829 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 830 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 831 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 832 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 833 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 834 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 835 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 836 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 837 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 838 { AT_FEAR, 10},
898 839};
899
900 840
901/* shuffle_attack: peterm 841/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 842 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 843 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 844 * chooses a face appropriate to the attack that is
1022 else 962 else
1023 { 963 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 964 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 965 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 966 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 967
1030 /* increase the area of destruction a little for more powerful spells */ 968 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 969 tmp->range += isqrt (power);
1032 970
1033 if (power > 25) 971 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 972 tmp->stats.dam = 25 + isqrt (power);
1035 else 973 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 974 tmp->stats.dam = power; /* nasty recoils! */
1037 975
1038 tmp->stats.maxhp = tmp->count; 976 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 977
978 tmp->insert_at (op);
1040 } 979 }
1041 } 980 }
1042} 981}
1043 982
1044int 983int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 984cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046{ 985{
1047 int success; 986 int success;
1048 player *pl;
1049 object *spell; 987 object *spell;
1050 988
1051 if (!spell_ob->other_arch) 989 if (!spell_ob->other_arch)
1052 { 990 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 991 LOG (llevError, "cast_party_spell: empty other arch\n");
1054 return 0; 992 return 0;
1055 } 993 }
994
1056 spell = arch_to_object (spell_ob->other_arch); 995 spell = arch_to_object (spell_ob->other_arch);
1057 996
1058 /* Always cast spell on caster */ 997 /* Always cast spell on caster */
1059 success = cast_spell (op, caster, dir, spell, stringarg); 998 success = cast_spell (op, caster, dir, spell, stringarg);
1060 999
1061 if (caster->contr->party == NULL) 1000 if (caster->contr->party == NULL)
1062 { 1001 {
1063 spell->remove (); 1002 spell->remove ();
1064 return success; 1003 return success;
1065 } 1004 }
1005
1066 for_all_players (pl) 1006 for_all_players (pl)
1067 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)))
1068 {
1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1008 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1070 } 1009
1071 spell->remove (); 1010 spell->remove ();
1072 return success; 1011 return success;
1073} 1012}
1074 1013
1075/* This is where the main dispatch when someone casts a spell. 1014/* This is where the main dispatch when someone casts a spell.
1097 * 1036 *
1098 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1037 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1099 * this function will decrease the mana/grace appropriately. For other 1038 * this function will decrease the mana/grace appropriately. For other
1100 * objects, the caller should do what it considers appropriate. 1039 * objects, the caller should do what it considers appropriate.
1101 */ 1040 */
1102
1103int 1041int
1104cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1042cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1105{ 1043{
1106 const char *godname; 1044 const char *godname;
1107 int success = 0, mflags, cast_level = 0, old_shoottype; 1045 int success = 0, mflags, cast_level = 0;
1108 object *skill = NULL; 1046 object *skill = NULL;
1109
1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 1047
1112 if (!spell_ob) 1048 if (!spell_ob)
1113 { 1049 {
1114 LOG (llevError, "cast_spell: null spell object passed\n"); 1050 LOG (llevError, "cast_spell: null spell object passed\n");
1115 return 0; 1051 return 0;
1144 * at least process that code. 1080 * at least process that code.
1145 */ 1081 */
1146 if (op->type == PLAYER && op == caster) 1082 if (op->type == PLAYER && op == caster)
1147 { 1083 {
1148 cast_level = caster_level (caster, spell_ob); 1084 cast_level = caster_level (caster, spell_ob);
1085
1149 if (spell_ob->skill) 1086 if (spell_ob->skill)
1150 { 1087 {
1151 skill = find_skill_by_name (op, spell_ob->skill); 1088 skill = find_skill_by_name (op, spell_ob->skill);
1089
1152 if (!skill) 1090 if (!skill)
1153 { 1091 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1092 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1155 return 0; 1093 return 0;
1156 } 1094 }
1095
1157 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1096 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1158 { 1097 {
1159 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1160 return 0; 1099 return 0;
1161 } 1100 }
1162 } 1101 }
1102
1163 /* If the caster is the wiz, they don't ever fail, and don't have 1103 /* If the caster is the wiz, they don't ever fail, and don't have
1164 * to have sufficient grace/mana. 1104 * to have sufficient grace/mana.
1165 */ 1105 */
1166 if (!QUERY_FLAG (op, FLAG_WIZ)) 1106 if (!QUERY_FLAG (op, FLAG_WIZ))
1167 { 1107 {
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1109 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1110 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1111 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1172 return 0; 1112 return 0;
1173 } 1113 }
1114
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1115 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1116 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1117 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1118 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1119 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1189 1130
1190 /* player/monster is trying to cast the spell. might fumble it */ 1131 /* player/monster is trying to cast the spell. might fumble it */
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1132 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1133 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1134 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1135 op->contr->play_sound (sound_find ("fumble_spell"));
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1136 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1196 if (settings.casting_time == TRUE) 1137
1197 {
1198 op->casting_time = -1;
1199 }
1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1138 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1139 return 0;
1202 } 1140 }
1203 else if (spell_ob->stats.sp) 1141 else if (spell_ob->stats.sp)
1204 { 1142 {
1207 if (failure < 0) 1145 if (failure < 0)
1208 { 1146 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1147 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1210 if (settings.spell_failure_effects == TRUE) 1148 if (settings.spell_failure_effects == TRUE)
1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1149 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1212 op->contr->shoottype = (rangetype) old_shoottype; 1150
1213 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1151 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1214 return 0; 1152 return 0;
1215 } 1153 }
1216 } 1154 }
1217 } 1155 }
1225 * doing. 1163 * doing.
1226 */ 1164 */
1227 1165
1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1166 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229 { 1167 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1168 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1231 return 0; 1169 return 0;
1232 } 1170 }
1233 1171
1234 if ((spell_ob->type == SPELL) 1172 if ((spell_ob->type == SPELL)
1235 && (caster->type != POTION) 1173 && (caster->type != POTION)
1240 { 1178 {
1241 if (op->type != PLAYER) 1179 if (op->type != PLAYER)
1242 return 0; 1180 return 0;
1243 1181
1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1182 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1183 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1246 else 1184 else if (object *item = op->contr->ranged_ob)
1247 switch (op->contr->shoottype)
1248 { 1185 {
1249 case range_magic: 1186 if (item->type == SPELL)
1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1187 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1251 break; 1188 else if (item->type == SCROLL)
1252 case range_misc:
1253 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254 break;
1255 case range_golem:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1257 break;
1258 default:
1259 break;
1260 }
1261 return 0;
1262 }
1263
1264 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1265 {
1266 if (op->casting_time == -1)
1267 { /* begin the casting */
1268 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1269 op->spell = spell_ob;
1270 /* put the stringarg into the object struct so that when the
1271 * spell is actually cast, it knows about the stringarg.
1272 * necessary for the invoke command spells.
1273 */
1274 if (stringarg)
1275 {
1276 op->spellarg = strdup (stringarg);
1277 }
1278 else 1190 else
1279 op->spellarg = NULL; 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1280 return 0;
1281 }
1282 else if (op->casting_time != 0)
1283 {
1284 if (op->type == PLAYER)
1285 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1286 return 0;
1287 } 1192 }
1288 else 1193 else
1289 { /* casting_time == 0 */ 1194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1290 op->casting_time = -1; 1195
1291 spell_ob = op->spell; 1196 return 0;
1292 stringarg = op->spellarg;
1293 }
1294 }
1295 else
1296 { 1197 }
1198
1297 /* Take into account how long it takes to cast the spell. 1199 /* Take into account how long it takes to cast the spell.
1298 * if the player is casting it, then we use the time in 1200 * if the player is casting it, then we use the time in
1299 * the spell object. If it is a spell object, have it 1201 * the spell object. If it is a spell object, have it
1300 * take two ticks. Things that cast spells on the players 1202 * take two ticks. Things that cast spells on the players
1301 * behalf (eg, altars, and whatever else) shouldn't cost 1203 * behalf (eg, altars, and whatever else) shouldn't cost
1302 * the player any time. 1204 * the player any time.
1303 * Ignore casting time for firewalls 1205 * Ignore casting time for firewalls
1206 */
1207 if (caster == op && caster->type != FIREWALL)
1208 {
1209 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1210 /* Other portions of the code may also decrement the speed of the player, so
1211 * put a lower limit so that the player isn't stuck here too long
1304 */ 1212 */
1305 if (caster == op && caster->type != FIREWALL)
1306 {
1307 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1308 /* Other portions of the code may also decrement the speed of the player, so
1309 * put a lower limit so that the player isn't stuck here too long
1310 */
1311 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1213 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1312 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1214 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1313 } 1215 }
1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1216 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1315 {
1316 op->speed_left -= 2 * FABS (op->speed); 1217 op->speed_left -= 2 * FABS (op->speed);
1317 }
1318 }
1319 1218
1320 if (op->type == PLAYER && op == caster) 1219 if (op->type == PLAYER && op == caster)
1321 { 1220 {
1322 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1221 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1323 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1222 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1333 if (!skill) 1232 if (!skill)
1334 { 1233 {
1335 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1234 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1336 return 0; 1235 return 0;
1337 } 1236 }
1237
1338 change_skill (op, skill, 0); /* needed for proper exp credit */ 1238 op->change_skill (skill); /* needed for proper exp credit */
1339 } 1239 }
1240
1241 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1242 return RESULT_INT (0);
1340 1243
1341 switch (spell_ob->subtype) 1244 switch (spell_ob->subtype)
1342 { 1245 {
1343 /* The order of case statements is same as the order they show up 1246 /* The order of case statements is same as the order they show up
1344 * in in spells.h. 1247 * in in spells.h.
1345 */ 1248 */
1346 case SP_RAISE_DEAD: 1249 case SP_RAISE_DEAD:
1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1250 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1348 break; 1251 break;
1349 1252
1350 case SP_RUNE: 1253 case SP_RUNE:
1383 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1286 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1384 break; 1287 break;
1385 1288
1386 case SP_SUMMON_GOLEM: 1289 case SP_SUMMON_GOLEM:
1387 success = summon_golem (op, caster, dir, spell_ob); 1290 success = summon_golem (op, caster, dir, spell_ob);
1388 old_shoottype = range_golem;
1389 break; 1291 break;
1390 1292
1391 case SP_DIMENSION_DOOR: 1293 case SP_DIMENSION_DOOR:
1392 /* dimension door needs the actual caster, because that is what is 1294 /* dimension door needs the actual caster, because that is what is
1393 * moved. 1295 * moved.
1526 success = cast_consecrate (op, caster, spell_ob); 1428 success = cast_consecrate (op, caster, spell_ob);
1527 break; 1429 break;
1528 1430
1529 case SP_ANIMATE_WEAPON: 1431 case SP_ANIMATE_WEAPON:
1530 success = animate_weapon (op, caster, spell_ob, dir); 1432 success = animate_weapon (op, caster, spell_ob, dir);
1531 old_shoottype = range_golem;
1532 break; 1433 break;
1533 1434
1534 case SP_LIGHT: 1435 case SP_LIGHT:
1535 success = cast_light (op, caster, spell_ob, dir); 1436 success = cast_light (op, caster, spell_ob, dir);
1536 break; 1437 break;
1549 1450
1550 case SP_AURA: 1451 case SP_AURA:
1551 success = create_aura (op, caster, spell_ob); 1452 success = create_aura (op, caster, spell_ob);
1552 break; 1453 break;
1553 1454
1554 case SP_TOWN_PORTAL:
1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1556 break;
1557
1558 case SP_PARTY_SPELL: 1455 case SP_PARTY_SPELL:
1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1456 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1560 break; 1457 break;
1561 1458
1562 default: 1459 default:
1563 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1564 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1460 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1565 }
1566
1567 /* FIXME - we need some better sound suppport */
1568 // yes, for example, augment map info with the spell effect
1569 // so clients can calculate the sounds themselves
1570 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1571
1572 /* free the spell arg */
1573 if (settings.casting_time == TRUE && stringarg)
1574 { 1461 }
1575 free (stringarg); 1462
1576 stringarg = NULL; 1463 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell"));
1577 }
1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1579 * to something like use_magic_item, but you really want to be able to fire
1580 * it again.
1581 */
1582 if (op->contr)
1583 op->contr->shoottype = (rangetype) old_shoottype;
1584 1464
1585 return success; 1465 return success;
1586} 1466}
1587 1467
1588 1468
1681 break; 1561 break;
1682 1562
1683 case SP_MOVING_BALL: 1563 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1564 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1565 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1566 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1567 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1568 break;
1689 } 1569 }
1690} 1570}

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