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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 1.58 by root, Mon Aug 27 03:56:17 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
97 95
98 if (init_spells_done) 96 if (init_spells_done)
99 return; 97 return;
100 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
101 99
102 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
103 { 101 {
104 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
105 { 103 {
106 if (at->clone.skill) 104 if (at->skill)
107 { 105 {
108 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
110 break; 108 break;
111 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
112 { 110 {
113 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);
114 } 112 }
115 } 113 }
116 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
117 } 115 }
118 } 116 }
137void 135void
138dump_spells (void) 136dump_spells (void)
139{ 137{
140 archetype *at; 138 archetype *at;
141 139
142 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
143 { 141 {
144 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
145 { 143 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 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); 145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
148 } 146 }
149 } 147 }
150} 148}
151 149
152/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0; 459 dir = 0;
462 } 460 }
463 461
462 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 463 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 464 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 465 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 466 dir ? 0 : INS_BELOW_ORIGINATOR);
468 467
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
1024 if (!spell_ob->other_arch) 995 if (!spell_ob->other_arch)
1025 { 996 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 997 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 998 return 0;
1028 } 999 }
1000
1029 spell = arch_to_object (spell_ob->other_arch); 1001 spell = arch_to_object (spell_ob->other_arch);
1030 1002
1031 /* Always cast spell on caster */ 1003 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 1004 success = cast_spell (op, caster, dir, spell, stringarg);
1033 1005
1034 if (caster->contr->party == NULL) 1006 if (caster->contr->party == NULL)
1035 { 1007 {
1036 spell->remove (); 1008 spell->remove ();
1037 return success; 1009 return success;
1038 } 1010 }
1011
1039 for_all_players (pl) 1012 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1041 {
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1014 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043 } 1015
1044 spell->remove (); 1016 spell->remove ();
1045 return success; 1017 return success;
1046} 1018}
1047 1019
1048/* This is where the main dispatch when someone casts a spell. 1020/* This is where the main dispatch when someone casts a spell.
1070 * 1042 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1043 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 1044 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1045 * objects, the caller should do what it considers appropriate.
1074 */ 1046 */
1075
1076int 1047int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1048cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078{ 1049{
1079 const char *godname; 1050 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1051 int success = 0, mflags, cast_level = 0;
1081 object *skill = NULL; 1052 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1053
1085 if (!spell_ob) 1054 if (!spell_ob)
1086 { 1055 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1056 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1057 return 0;
1117 * at least process that code. 1086 * at least process that code.
1118 */ 1087 */
1119 if (op->type == PLAYER && op == caster) 1088 if (op->type == PLAYER && op == caster)
1120 { 1089 {
1121 cast_level = caster_level (caster, spell_ob); 1090 cast_level = caster_level (caster, spell_ob);
1091
1122 if (spell_ob->skill) 1092 if (spell_ob->skill)
1123 { 1093 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1094 skill = find_skill_by_name (op, spell_ob->skill);
1095
1125 if (!skill) 1096 if (!skill)
1126 { 1097 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1098 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; 1099 return 0;
1129 } 1100 }
1101
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1102 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131 { 1103 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1104 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1133 return 0; 1105 return 0;
1134 } 1106 }
1135 } 1107 }
1108
1136 /* If the caster is the wiz, they don't ever fail, and don't have 1109 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana. 1110 * to have sufficient grace/mana.
1138 */ 1111 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1112 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1113 {
1163 1136
1164 /* player/monster is trying to cast the spell. might fumble it */ 1137 /* player/monster is trying to cast the spell. might fumble it */
1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1138 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1139 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 { 1140 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1141 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1142 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1143
1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0; 1145 return 0;
1176 } 1146 }
1177 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1181 if (failure < 0) 1151 if (failure < 0)
1182 { 1152 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1153 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) 1154 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1156
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1158 return 0;
1189 } 1159 }
1190 } 1160 }
1191 } 1161 }
1199 * doing. 1169 * doing.
1200 */ 1170 */
1201 1171
1202 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1203 { 1173 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1174 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1205 return 0; 1175 return 0;
1206 } 1176 }
1207 1177
1208 if ((spell_ob->type == SPELL) 1178 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1179 && (caster->type != POTION)
1214 { 1184 {
1215 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1216 return 0; 1186 return 0;
1217 1187
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 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); 1189 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1220 else 1190 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1191 {
1223 case range_magic: 1192 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1225 break; 1194 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."); 1195 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 1196 else
1253 op->spellarg = NULL; 1197 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 } 1198 }
1262 else 1199 else
1263 { /* casting_time == 0 */ 1200 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1264 op->casting_time = -1; 1201
1265 spell_ob = op->spell; 1202 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1203 }
1204
1271 /* Take into account how long it takes to cast the spell. 1205 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1206 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1207 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1208 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1209 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1210 * the player any time.
1277 * Ignore casting time for firewalls 1211 * Ignore casting time for firewalls
1212 */
1213 if (caster == op && caster->type != FIREWALL)
1214 {
1215 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1216 /* Other portions of the code may also decrement the speed of the player, so
1217 * put a lower limit so that the player isn't stuck here too long
1278 */ 1218 */
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)) 1219 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); 1220 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1221 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1222 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); 1223 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1224
1294 if (op->type == PLAYER && op == caster) 1225 if (op->type == PLAYER && op == caster)
1295 { 1226 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1227 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); 1228 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1299 1230
1300 /* We want to try to find the skill to properly credit exp. 1231 /* We want to try to find the skill to properly credit exp.
1301 * for spell casting objects, the exp goes to the skill the casting 1232 * for spell casting objects, the exp goes to the skill the casting
1302 * object requires. 1233 * object requires.
1303 */ 1234 */
1235 fprintf (stderr, "op %p caster %p skill %p cs %s\n", (long)op, (long)caster,(long) skill, &caster->skill);//D
1304 if (op != caster && !skill && caster->skill) 1236 if (op != caster && !skill && caster->skill)
1305 { 1237 {
1306 skill = find_skill_by_name (op, caster->skill); 1238 skill = find_skill_by_name (op, caster->skill);
1307 if (!skill) 1239 if (!skill)
1308 { 1240 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1241 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; 1242 return 0;
1311 } 1243 }
1244
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1245 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1246 }
1247
1248 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1249 return RESULT_INT (0);
1314 1250
1315 switch (spell_ob->subtype) 1251 switch (spell_ob->subtype)
1316 { 1252 {
1317 /* The order of case statements is same as the order they show up 1253 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1254 * in in spells.h.
1319 */ 1255 */
1320 case SP_RAISE_DEAD: 1256 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1257 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1258 break;
1323 1259
1324 case SP_RUNE: 1260 case SP_RUNE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1293 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358 break; 1294 break;
1359 1295
1360 case SP_SUMMON_GOLEM: 1296 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1297 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1298 break;
1364 1299
1365 case SP_DIMENSION_DOOR: 1300 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1301 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1302 * moved.
1500 success = cast_consecrate (op, caster, spell_ob); 1435 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1436 break;
1502 1437
1503 case SP_ANIMATE_WEAPON: 1438 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1439 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1440 break;
1507 1441
1508 case SP_LIGHT: 1442 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1443 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1444 break;
1523 1457
1524 case SP_AURA: 1458 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1459 success = create_aura (op, caster, spell_ob);
1526 break; 1460 break;
1527 1461
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1462 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1463 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1464 break;
1535 1465
1536 default: 1466 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); 1467 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //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 { 1468 }
1549 free (stringarg); 1469
1550 stringarg = NULL; 1470 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell"));
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 1471
1559 return success; 1472 return success;
1560} 1473}
1561 1474
1562 1475

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