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(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.59 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 (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 }
133/* 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.
134 * 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
135 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
136 */ 134 */
137void 135void
138dump_spells (void) 136dump_spells ()
139{ 137{
140 archetype *at; 138 for_all_archetypes (at)
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL) 139 if (at->type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 140 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); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
148 }
149 }
150} 142}
151 143
152/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
153 * 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
154 */ 146 */
459 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.");
460 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.");
461 dir = 0; 453 dir = 0;
462 } 454 }
463 455
456 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 457 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 458 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 459 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 460 dir ? 0 : INS_BELOW_ORIGINATOR);
468 461
628 ****************************************************************************/ 621 ****************************************************************************/
629void 622void
630regenerate_rod (object *rod) 623regenerate_rod (object *rod)
631{ 624{
632 if (rod->stats.hp < rod->stats.maxhp) 625 if (rod->stats.hp < rod->stats.maxhp)
633 { 626 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} 627}
640
641 628
642void 629void
643drain_rod_charge (object *rod) 630drain_rod_charge (object *rod)
644{ 631{
645 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);
735 return freedir[i]; 722 return freedir[i];
736 } 723 }
737 return -1; /* flag for "keep going the way you were" */ 724 return -1; /* flag for "keep going the way you were" */
738} 725}
739 726
740
741
742/* put_a_monster: puts a monster named monstername near by 727/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 728 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 729 * also deals with multipart monsters properly.
745 */ 730 */
746
747void 731void
748put_a_monster (object *op, const char *monstername) 732put_a_monster (object *op, const char *monstername)
749{ 733{
750 object *tmp, *head = NULL, *prev = NULL; 734 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 735 archetype *at;
758 742
759 /* find a free square nearby 743 /* find a free square nearby
760 * first we check the closest square for free squares 744 * first we check the closest square for free squares
761 */ 745 */
762 746
763 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);
764 if (dir != -1) 748 if (dir != -1)
765 { 749 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 750 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 751 * insert multipart monsters properly
768 */ 752 */
753 //TODO: use expand_tail + ...
769 while (at != NULL) 754 while (at != NULL)
770 { 755 {
771 tmp = arch_to_object (at); 756 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 757 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 758 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 759 tmp->map = op->map;
775 if (head) 760 if (head)
776 { 761 {
777 tmp->head = head; 762 tmp->head = head;
778 prev->more = tmp; 763 prev->more = tmp;
779 } 764 }
765
780 if (!head) 766 if (!head)
781 head = tmp; 767 head = tmp;
768
782 prev = tmp; 769 prev = tmp;
770
783 at = at->more; 771 at = (archetype *)at->more;
784 } 772 }
785 773
786 if (head->randomitems) 774 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 775 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 776
824{ 812{
825 int attacktype; 813 int attacktype;
826 int face; 814 int face;
827} ATTACKS[22] = 815} ATTACKS[22] =
828{ 816{
829 {
830 AT_PHYSICAL, 0}, 817 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 818 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 819 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 820 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 821 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 822 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 823 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 824 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 825 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 826 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 827 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 828 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 829 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 830 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 831 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 832 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 833 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 834 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 835 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 836 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 837 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 838 { AT_FEAR, 10},
873 839};
874
875 840
876/* shuffle_attack: peterm 841/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 842 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 843 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 844 * chooses a face appropriate to the attack that is
1024 if (!spell_ob->other_arch) 989 if (!spell_ob->other_arch)
1025 { 990 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 991 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 992 return 0;
1028 } 993 }
994
1029 spell = arch_to_object (spell_ob->other_arch); 995 spell = arch_to_object (spell_ob->other_arch);
1030 996
1031 /* Always cast spell on caster */ 997 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 998 success = cast_spell (op, caster, dir, spell, stringarg);
1033 999
1034 if (caster->contr->party == NULL) 1000 if (caster->contr->party == NULL)
1035 { 1001 {
1036 spell->remove (); 1002 spell->remove ();
1037 return success; 1003 return success;
1038 } 1004 }
1005
1039 for_all_players (pl) 1006 for_all_players (pl)
1040 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)))
1041 {
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1008 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043 } 1009
1044 spell->remove (); 1010 spell->remove ();
1045 return success; 1011 return success;
1046} 1012}
1047 1013
1048/* This is where the main dispatch when someone casts a spell. 1014/* This is where the main dispatch when someone casts a spell.
1070 * 1036 *
1071 * 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),
1072 * this function will decrease the mana/grace appropriately. For other 1038 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1039 * objects, the caller should do what it considers appropriate.
1074 */ 1040 */
1075
1076int 1041int
1077cast_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)
1078{ 1043{
1079 const char *godname; 1044 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1045 int success = 0, mflags, cast_level = 0;
1081 object *skill = NULL; 1046 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1047
1085 if (!spell_ob) 1048 if (!spell_ob)
1086 { 1049 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1050 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1051 return 0;
1117 * at least process that code. 1080 * at least process that code.
1118 */ 1081 */
1119 if (op->type == PLAYER && op == caster) 1082 if (op->type == PLAYER && op == caster)
1120 { 1083 {
1121 cast_level = caster_level (caster, spell_ob); 1084 cast_level = caster_level (caster, spell_ob);
1085
1122 if (spell_ob->skill) 1086 if (spell_ob->skill)
1123 { 1087 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1088 skill = find_skill_by_name (op, spell_ob->skill);
1089
1125 if (!skill) 1090 if (!skill)
1126 { 1091 {
1127 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);
1128 return 0; 1093 return 0;
1129 } 1094 }
1095
1130 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))
1131 { 1097 {
1132 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.");
1133 return 0; 1099 return 0;
1134 } 1100 }
1135 } 1101 }
1102
1136 /* 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
1137 * to have sufficient grace/mana. 1104 * to have sufficient grace/mana.
1138 */ 1105 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1106 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1107 {
1163 1130
1164 /* player/monster is trying to cast the spell. might fumble it */ 1131 /* player/monster is trying to cast the spell. might fumble it */
1165 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) <
1166 (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]))
1167 { 1134 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1135 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1136 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1137
1174 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);
1175 return 0; 1139 return 0;
1176 } 1140 }
1177 else if (spell_ob->stats.sp) 1141 else if (spell_ob->stats.sp)
1181 if (failure < 0) 1145 if (failure < 0)
1182 { 1146 {
1183 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.");
1184 if (settings.spell_failure_effects == TRUE) 1148 if (settings.spell_failure_effects == TRUE)
1185 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);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1150
1187 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);
1188 return 0; 1152 return 0;
1189 } 1153 }
1190 } 1154 }
1191 } 1155 }
1199 * doing. 1163 * doing.
1200 */ 1164 */
1201 1165
1202 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 :-)!
1203 { 1167 {
1204 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!");
1205 return 0; 1169 return 0;
1206 } 1170 }
1207 1171
1208 if ((spell_ob->type == SPELL) 1172 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1173 && (caster->type != POTION)
1214 { 1178 {
1215 if (op->type != PLAYER) 1179 if (op->type != PLAYER)
1216 return 0; 1180 return 0;
1217 1181
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1182 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); 1183 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1220 else 1184 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1185 {
1223 case range_magic: 1186 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1187 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1225 break; 1188 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."); 1189 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 1190 else
1253 op->spellarg = NULL; 1191 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 } 1192 }
1262 else 1193 else
1263 { /* casting_time == 0 */ 1194 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1264 op->casting_time = -1; 1195
1265 spell_ob = op->spell; 1196 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1197 }
1198
1271 /* Take into account how long it takes to cast the spell. 1199 /* Take into account how long it takes to cast the spell.
1272 * 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
1273 * the spell object. If it is a spell object, have it 1201 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1202 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1203 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1204 * the player any time.
1277 * 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
1278 */ 1212 */
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)) 1213 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); 1214 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1215 }
1288 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)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1217 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1218
1294 if (op->type == PLAYER && op == caster) 1219 if (op->type == PLAYER && op == caster)
1295 { 1220 {
1296 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);
1297 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);
1307 if (!skill) 1232 if (!skill)
1308 { 1233 {
1309 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));
1310 return 0; 1235 return 0;
1311 } 1236 }
1237
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1238 op->change_skill (skill); /* needed for proper exp credit */
1313 } 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);
1314 1243
1315 switch (spell_ob->subtype) 1244 switch (spell_ob->subtype)
1316 { 1245 {
1317 /* 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
1318 * in in spells.h. 1247 * in in spells.h.
1319 */ 1248 */
1320 case SP_RAISE_DEAD: 1249 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1250 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1251 break;
1323 1252
1324 case SP_RUNE: 1253 case SP_RUNE:
1357 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);
1358 break; 1287 break;
1359 1288
1360 case SP_SUMMON_GOLEM: 1289 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1290 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1291 break;
1364 1292
1365 case SP_DIMENSION_DOOR: 1293 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1294 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1295 * moved.
1500 success = cast_consecrate (op, caster, spell_ob); 1428 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1429 break;
1502 1430
1503 case SP_ANIMATE_WEAPON: 1431 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1432 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1433 break;
1507 1434
1508 case SP_LIGHT: 1435 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1436 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1437 break;
1523 1450
1524 case SP_AURA: 1451 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1452 success = create_aura (op, caster, spell_ob);
1526 break; 1453 break;
1527 1454
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1455 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1456 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1457 break;
1535 1458
1536 default: 1459 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); 1460 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 { 1461 }
1549 free (stringarg); 1462
1550 stringarg = NULL; 1463 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 1464
1559 return success; 1465 return success;
1560} 1466}
1561 1467
1562 1468

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