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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.46 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
19 * along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
628 ****************************************************************************/ 627 ****************************************************************************/
629void 628void
630regenerate_rod (object *rod) 629regenerate_rod (object *rod)
631{ 630{
632 if (rod->stats.hp < rod->stats.maxhp) 631 if (rod->stats.hp < rod->stats.maxhp)
633 { 632 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 633}
640
641 634
642void 635void
643drain_rod_charge (object *rod) 636drain_rod_charge (object *rod)
644{ 637{
645 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);
735 return freedir[i]; 728 return freedir[i];
736 } 729 }
737 return -1; /* flag for "keep going the way you were" */ 730 return -1; /* flag for "keep going the way you were" */
738} 731}
739 732
740
741
742/* put_a_monster: puts a monster named monstername near by 733/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 734 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 735 * also deals with multipart monsters properly.
745 */ 736 */
746
747void 737void
748put_a_monster (object *op, const char *monstername) 738put_a_monster (object *op, const char *monstername)
749{ 739{
750 object *tmp, *head = NULL, *prev = NULL; 740 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 741 archetype *at;
824{ 814{
825 int attacktype; 815 int attacktype;
826 int face; 816 int face;
827} ATTACKS[22] = 817} ATTACKS[22] =
828{ 818{
829 {
830 AT_PHYSICAL, 0}, 819 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 820 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 821 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 822 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 823 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 824 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 825 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 826 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 827 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 828 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 829 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 830 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 831 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 832 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 833 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 834 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 835 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 836 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 837 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 838 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 839 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 840 { AT_FEAR, 10},
873 841};
874
875 842
876/* shuffle_attack: peterm 843/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 844 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 845 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 846 * chooses a face appropriate to the attack that is
1070 * 1037 *
1071 * 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),
1072 * this function will decrease the mana/grace appropriately. For other 1039 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1040 * objects, the caller should do what it considers appropriate.
1074 */ 1041 */
1075
1076int 1042int
1077cast_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)
1078{ 1044{
1079 const char *godname; 1045 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1046 int success = 0, mflags, cast_level = 0;
1081 object *skill = NULL; 1047 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1048
1085 if (!spell_ob) 1049 if (!spell_ob)
1086 { 1050 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1051 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1052 return 0;
1117 * at least process that code. 1081 * at least process that code.
1118 */ 1082 */
1119 if (op->type == PLAYER && op == caster) 1083 if (op->type == PLAYER && op == caster)
1120 { 1084 {
1121 cast_level = caster_level (caster, spell_ob); 1085 cast_level = caster_level (caster, spell_ob);
1086
1122 if (spell_ob->skill) 1087 if (spell_ob->skill)
1123 { 1088 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1089 skill = find_skill_by_name (op, spell_ob->skill);
1090
1125 if (!skill) 1091 if (!skill)
1126 { 1092 {
1127 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);
1128 return 0; 1094 return 0;
1129 } 1095 }
1096
1130 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))
1131 { 1098 {
1132 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.");
1133 return 0; 1100 return 0;
1134 } 1101 }
1135 } 1102 }
1103
1136 /* 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
1137 * to have sufficient grace/mana. 1105 * to have sufficient grace/mana.
1138 */ 1106 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1107 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1108 {
1166 (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]))
1167 { 1135 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170 1138
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173
1174 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);
1175 return 0; 1140 return 0;
1176 } 1141 }
1177 else if (spell_ob->stats.sp) 1142 else if (spell_ob->stats.sp)
1178 { 1143 {
1181 if (failure < 0) 1146 if (failure < 0)
1182 { 1147 {
1183 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.");
1184 if (settings.spell_failure_effects == TRUE) 1149 if (settings.spell_failure_effects == TRUE)
1185 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);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1151
1187 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);
1188 return 0; 1153 return 0;
1189 } 1154 }
1190 } 1155 }
1191 } 1156 }
1214 { 1179 {
1215 if (op->type != PLAYER) 1180 if (op->type != PLAYER)
1216 return 0; 1181 return 0;
1217 1182
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 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);
1220 else 1185 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1186 {
1223 case range_magic: 1187 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1225 break; 1189 else if (item->type == SCROLL)
1226 case range_misc:
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 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.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1251 }
1252 else 1191 else
1253 op->spellarg = NULL; 1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1193 }
1262 else 1194 else
1263 { /* casting_time == 0 */ 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1264 op->casting_time = -1; 1196
1265 spell_ob = op->spell; 1197 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1198 }
1199
1271 /* Take into account how long it takes to cast the spell. 1200 /* Take into account how long it takes to cast the spell.
1272 * 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
1273 * the spell object. If it is a spell object, have it 1202 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1203 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1204 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1205 * the player any time.
1277 * 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
1278 */ 1213 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 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))
1286 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);
1287 } 1216 }
1288 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)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1218 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1219
1294 if (op->type == PLAYER && op == caster) 1220 if (op->type == PLAYER && op == caster)
1295 { 1221 {
1296 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);
1297 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);
1307 if (!skill) 1233 if (!skill)
1308 { 1234 {
1309 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));
1310 return 0; 1236 return 0;
1311 } 1237 }
1238
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1239 change_skill (op, skill, 0); /* needed for proper exp credit */
1313 } 1240 }
1314 1241
1315 switch (spell_ob->subtype) 1242 switch (spell_ob->subtype)
1316 { 1243 {
1317 /* The order of case statements is same as the order they show up 1244 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1245 * in in spells.h.
1319 */ 1246 */
1320 case SP_RAISE_DEAD: 1247 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1248 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1249 break;
1323 1250
1324 case SP_RUNE: 1251 case SP_RUNE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1284 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358 break; 1285 break;
1359 1286
1360 case SP_SUMMON_GOLEM: 1287 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1288 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1289 break;
1364 1290
1365 case SP_DIMENSION_DOOR: 1291 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1292 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1293 * moved.
1500 success = cast_consecrate (op, caster, spell_ob); 1426 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1427 break;
1502 1428
1503 case SP_ANIMATE_WEAPON: 1429 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1430 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1431 break;
1507 1432
1508 case SP_LIGHT: 1433 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1434 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1435 break;
1540 1465
1541 /* FIXME - we need some better sound suppport */ 1466 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect 1467 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves 1468 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1469 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 {
1549 free (stringarg);
1550 stringarg = NULL;
1551 }
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1553 * to something like use_magic_item, but you really want to be able to fire
1554 * it again.
1555 */
1556 if (op->contr)
1557 op->contr->shoottype = (rangetype) old_shoottype;
1558 1470
1559 return success; 1471 return success;
1560} 1472}
1561 1473
1562 1474

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