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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 1.52 by root, Tue Jun 5 13:05:03 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * 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
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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>
97 96
98 if (init_spells_done) 97 if (init_spells_done)
99 return; 98 return;
100 LOG (llevDebug, "Checking spells...\n"); 99 LOG (llevDebug, "Checking spells...\n");
101 100
102 for (at = first_archetype; at; at = at->next) 101 for_all_archetypes (at)
103 { 102 {
104 if (at->clone.type == SPELL) 103 if (at->type == SPELL)
105 { 104 {
106 if (at->clone.skill) 105 if (at->skill)
107 { 106 {
108 for (i = 1; i < NUM_SKILLS; i++) 107 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill)) 108 if (!strcmp (skill_names[i], at->skill))
110 break; 109 break;
111 if (i == NUM_SKILLS) 110 if (i == NUM_SKILLS)
112 { 111 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
114 } 113 }
115 } 114 }
116 /* other_arch is already checked for in the loader */ 115 /* other_arch is already checked for in the loader */
117 } 116 }
118 } 117 }
137void 136void
138dump_spells (void) 137dump_spells (void)
139{ 138{
140 archetype *at; 139 archetype *at;
141 140
142 for (at = first_archetype; at; at = at->next) 141 for_all_archetypes (at)
143 { 142 {
144 if (at->clone.type == SPELL) 143 if (at->type == SPELL)
145 { 144 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 146 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
148 } 147 }
149 } 148 }
150} 149}
151 150
152/* pretty basic function - basically just takes 151/* pretty basic function - basically just takes
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;
758 748
759 /* find a free square nearby 749 /* find a free square nearby
760 * first we check the closest square for free squares 750 * first we check the closest square for free squares
761 */ 751 */
762 752
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 753 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 754 if (dir != -1)
765 { 755 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 756 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 757 * insert multipart monsters properly
768 */ 758 */
759 //TODO: use expand_tail + ...
769 while (at != NULL) 760 while (at != NULL)
770 { 761 {
771 tmp = arch_to_object (at); 762 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 763 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 764 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 765 tmp->map = op->map;
775 if (head) 766 if (head)
776 { 767 {
777 tmp->head = head; 768 tmp->head = head;
778 prev->more = tmp; 769 prev->more = tmp;
779 } 770 }
771
780 if (!head) 772 if (!head)
781 head = tmp; 773 head = tmp;
774
782 prev = tmp; 775 prev = tmp;
776
783 at = at->more; 777 at = (archetype *)at->more;
784 } 778 }
785 779
786 if (head->randomitems) 780 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 781 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 782
824{ 818{
825 int attacktype; 819 int attacktype;
826 int face; 820 int face;
827} ATTACKS[22] = 821} ATTACKS[22] =
828{ 822{
829 {
830 AT_PHYSICAL, 0}, 823 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 824 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 826 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 827 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 829 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 830 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 831 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 832 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 833 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 835 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 836 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 837 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 838 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 839 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 840 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 841 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 842 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 843 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 844 { AT_FEAR, 10},
873 845};
874
875 846
876/* shuffle_attack: peterm 847/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 848 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 849 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 850 * chooses a face appropriate to the attack that is
1070 * 1041 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1042 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 1043 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1044 * objects, the caller should do what it considers appropriate.
1074 */ 1045 */
1075
1076int 1046int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1047cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078{ 1048{
1079 const char *godname; 1049 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1050 int success = 0, mflags, cast_level = 0;
1081 object *skill = NULL; 1051 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1052
1085 if (!spell_ob) 1053 if (!spell_ob)
1086 { 1054 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1055 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1056 return 0;
1117 * at least process that code. 1085 * at least process that code.
1118 */ 1086 */
1119 if (op->type == PLAYER && op == caster) 1087 if (op->type == PLAYER && op == caster)
1120 { 1088 {
1121 cast_level = caster_level (caster, spell_ob); 1089 cast_level = caster_level (caster, spell_ob);
1090
1122 if (spell_ob->skill) 1091 if (spell_ob->skill)
1123 { 1092 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1093 skill = find_skill_by_name (op, spell_ob->skill);
1094
1125 if (!skill) 1095 if (!skill)
1126 { 1096 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1097 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; 1098 return 0;
1129 } 1099 }
1100
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1101 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131 { 1102 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1103 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1133 return 0; 1104 return 0;
1134 } 1105 }
1135 } 1106 }
1107
1136 /* If the caster is the wiz, they don't ever fail, and don't have 1108 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana. 1109 * to have sufficient grace/mana.
1138 */ 1110 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1111 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1112 {
1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1138 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 { 1139 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1140 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1141 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170 1142
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); 1143 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0; 1144 return 0;
1176 } 1145 }
1177 else if (spell_ob->stats.sp) 1146 else if (spell_ob->stats.sp)
1178 { 1147 {
1181 if (failure < 0) 1150 if (failure < 0)
1182 { 1151 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1152 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) 1153 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1154 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1155
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1156 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1157 return 0;
1189 } 1158 }
1190 } 1159 }
1191 } 1160 }
1214 { 1183 {
1215 if (op->type != PLAYER) 1184 if (op->type != PLAYER)
1216 return 0; 1185 return 0;
1217 1186
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1187 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); 1188 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1220 else 1189 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1190 {
1223 case range_magic: 1191 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1225 break; 1193 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."); 1194 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 1195 else
1253 op->spellarg = NULL; 1196 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 } 1197 }
1262 else 1198 else
1263 { /* casting_time == 0 */ 1199 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1264 op->casting_time = -1; 1200
1265 spell_ob = op->spell; 1201 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1202 }
1203
1271 /* Take into account how long it takes to cast the spell. 1204 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1205 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1206 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1207 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1208 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1209 * the player any time.
1277 * Ignore casting time for firewalls 1210 * Ignore casting time for firewalls
1211 */
1212 if (caster == op && caster->type != FIREWALL)
1213 {
1214 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1215 /* Other portions of the code may also decrement the speed of the player, so
1216 * put a lower limit so that the player isn't stuck here too long
1278 */ 1217 */
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)) 1218 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); 1219 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1220 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1221 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); 1222 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1223
1294 if (op->type == PLAYER && op == caster) 1224 if (op->type == PLAYER && op == caster)
1295 { 1225 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1226 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); 1227 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1307 if (!skill) 1237 if (!skill)
1308 { 1238 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1239 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; 1240 return 0;
1311 } 1241 }
1242
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1243 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1244 }
1245
1246 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1247 return RESULT_INT (0);
1314 1248
1315 switch (spell_ob->subtype) 1249 switch (spell_ob->subtype)
1316 { 1250 {
1317 /* The order of case statements is same as the order they show up 1251 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1252 * in in spells.h.
1319 */ 1253 */
1320 case SP_RAISE_DEAD: 1254 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1255 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1256 break;
1323 1257
1324 case SP_RUNE: 1258 case SP_RUNE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1291 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358 break; 1292 break;
1359 1293
1360 case SP_SUMMON_GOLEM: 1294 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1295 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1296 break;
1364 1297
1365 case SP_DIMENSION_DOOR: 1298 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1299 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1300 * moved.
1500 success = cast_consecrate (op, caster, spell_ob); 1433 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1434 break;
1502 1435
1503 case SP_ANIMATE_WEAPON: 1436 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1437 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1438 break;
1507 1439
1508 case SP_LIGHT: 1440 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1441 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1442 break;
1523 1455
1524 case SP_AURA: 1456 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1457 success = create_aura (op, caster, spell_ob);
1526 break; 1458 break;
1527 1459
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1460 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1461 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1462 break;
1535 1463
1536 default: 1464 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1465 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1539 } 1466 }
1540 1467
1541 /* FIXME - we need some better sound suppport */ 1468 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect 1469 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves 1470 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1471 //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 1472
1559 return success; 1473 return success;
1560} 1474}
1561 1475
1562 1476

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