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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 1.60 by root, Sun Sep 2 05:18:52 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
558 * dir: direction to fire in. 551 * dir: direction to fire in.
559 * spell: spell that is being fired. It uses other_arch for the archetype 552 * spell: spell that is being fired. It uses other_arch for the archetype
560 * to fire. 553 * to fire.
561 * returns 0 on failure, 1 on success. 554 * returns 0 on failure, 1 on success.
562 */ 555 */
563
564int 556int
565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566{ 558{
567 object *tmp; 559 object *tmp;
568 int mflags; 560 int mflags;
628 ****************************************************************************/ 620 ****************************************************************************/
629void 621void
630regenerate_rod (object *rod) 622regenerate_rod (object *rod)
631{ 623{
632 if (rod->stats.hp < rod->stats.maxhp) 624 if (rod->stats.hp < rod->stats.maxhp)
633 { 625 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} 626}
640
641 627
642void 628void
643drain_rod_charge (object *rod) 629drain_rod_charge (object *rod)
644{ 630{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 631 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
735 return freedir[i]; 721 return freedir[i];
736 } 722 }
737 return -1; /* flag for "keep going the way you were" */ 723 return -1; /* flag for "keep going the way you were" */
738} 724}
739 725
740
741
742/* put_a_monster: puts a monster named monstername near by 726/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 727 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 728 * also deals with multipart monsters properly.
745 */ 729 */
746
747void 730void
748put_a_monster (object *op, const char *monstername) 731put_a_monster (object *op, const char *monstername)
749{ 732{
750 object *tmp, *head = NULL, *prev = NULL; 733 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 734 archetype *at;
758 741
759 /* find a free square nearby 742 /* find a free square nearby
760 * first we check the closest square for free squares 743 * first we check the closest square for free squares
761 */ 744 */
762 745
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 746 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 747 if (dir != -1)
765 { 748 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 749 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 750 * insert multipart monsters properly
768 */ 751 */
752 //TODO: use expand_tail + ...
769 while (at != NULL) 753 while (at != NULL)
770 { 754 {
771 tmp = arch_to_object (at); 755 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 756 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 757 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 758 tmp->map = op->map;
775 if (head) 759 if (head)
776 { 760 {
777 tmp->head = head; 761 tmp->head = head;
778 prev->more = tmp; 762 prev->more = tmp;
779 } 763 }
764
780 if (!head) 765 if (!head)
781 head = tmp; 766 head = tmp;
767
782 prev = tmp; 768 prev = tmp;
769
783 at = at->more; 770 at = (archetype *)at->more;
784 } 771 }
785 772
786 if (head->randomitems) 773 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 775
824{ 811{
825 int attacktype; 812 int attacktype;
826 int face; 813 int face;
827} ATTACKS[22] = 814} ATTACKS[22] =
828{ 815{
829 {
830 AT_PHYSICAL, 0}, 816 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 817 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 818 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 819 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 820 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 821 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 822 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 823 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 824 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 825 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 826 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 827 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 828 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 829 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 830 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 831 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 832 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 833 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 834 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 835 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 836 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 837 { AT_FEAR, 10},
873 838};
874
875 839
876/* shuffle_attack: peterm 840/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 841 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 842 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 843 * chooses a face appropriate to the attack that is
1024 if (!spell_ob->other_arch) 988 if (!spell_ob->other_arch)
1025 { 989 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 990 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 991 return 0;
1028 } 992 }
993
1029 spell = arch_to_object (spell_ob->other_arch); 994 spell = arch_to_object (spell_ob->other_arch);
1030 995
1031 /* Always cast spell on caster */ 996 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 997 success = cast_spell (op, caster, dir, spell, stringarg);
1033 998
1034 if (caster->contr->party == NULL) 999 if (caster->contr->party == NULL)
1035 { 1000 {
1036 spell->remove (); 1001 spell->remove ();
1037 return success; 1002 return success;
1038 } 1003 }
1004
1039 for_all_players (pl) 1005 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1006 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); 1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043 } 1008
1044 spell->remove (); 1009 spell->remove ();
1045 return success; 1010 return success;
1046} 1011}
1047 1012
1048/* This is where the main dispatch when someone casts a spell. 1013/* This is where the main dispatch when someone casts a spell.
1070 * 1035 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1036 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 1037 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1038 * objects, the caller should do what it considers appropriate.
1074 */ 1039 */
1075
1076int 1040int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1041cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078{ 1042{
1079 const char *godname; 1043 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1044 int success = 0, cast_level = 0;
1081 object *skill = NULL; 1045 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1046
1085 if (!spell_ob) 1047 if (!spell_ob)
1086 { 1048 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1049 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1050 return 0;
1117 * at least process that code. 1079 * at least process that code.
1118 */ 1080 */
1119 if (op->type == PLAYER && op == caster) 1081 if (op->type == PLAYER && op == caster)
1120 { 1082 {
1121 cast_level = caster_level (caster, spell_ob); 1083 cast_level = caster_level (caster, spell_ob);
1084
1122 if (spell_ob->skill) 1085 if (spell_ob->skill)
1123 { 1086 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1087 skill = find_skill_by_name (op, spell_ob->skill);
1088
1125 if (!skill) 1089 if (!skill)
1126 { 1090 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1128 return 0; 1092 return 0;
1129 } 1093 }
1094
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131 { 1096 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1097 op->failmsg ("You lack enough skill to cast that spell!");
1133 return 0; 1098 return 0;
1134 } 1099 }
1135 } 1100 }
1101
1136 /* If the caster is the wiz, they don't ever fail, and don't have 1102 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana. 1103 * to have sufficient grace/mana.
1138 */ 1104 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1105 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1106 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1108 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1143 { 1109 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1110 op->failmsg ("You don't have enough mana!");
1145 return 0; 1111 return 0;
1146 } 1112 }
1147 1113
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1115 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150 { 1116 {
1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1117 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1152 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1118 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1153 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1155 }
1156 else 1120 else
1157 { 1121 {
1158 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1122 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1123 op->failmsg (format ("%s ignores your prayer.", godname));
1160 return 0; 1124 return 0;
1161 } 1125 }
1162 } 1126 }
1163 1127
1164 /* player/monster is trying to cast the spell. might fumble it */ 1128 /* player/monster is trying to cast the spell. might fumble it */
1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1129 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])) 1130 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 { 1131 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1132 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1133 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1134
1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1135 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0; 1136 return 0;
1176 } 1137 }
1177 else if (spell_ob->stats.sp) 1138 else if (spell_ob->stats.sp)
1178 { 1139 {
1179 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1140 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180 1141
1181 if (failure < 0) 1142 if (failure < 0)
1182 { 1143 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1144 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1184 if (settings.spell_failure_effects == TRUE) 1145 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1146 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1147
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1148 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1149 return 0;
1189 } 1150 }
1190 } 1151 }
1191 } 1152 }
1192 } 1153 }
1193 1154
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1155 int mflags = op->ms ().flags ();
1195 1156
1196 /* See if we can cast a spell here. If the caster and op are 1157 /* See if we can cast a spell here. If the caster and op are
1197 * not alive, then this would mean that the mapmaker put the 1158 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1159 * objects on the space - presume that they know what they are
1199 * doing. 1160 * doing.
1200 */ 1161 */
1201 1162
1202 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1163 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1203 { 1164 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1165 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1205 return 0; 1166 return 0;
1206 } 1167 }
1207 1168
1208 if ((spell_ob->type == SPELL) 1169 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1170 && (caster->type != POTION)
1214 { 1175 {
1215 if (op->type != PLAYER) 1176 if (op->type != PLAYER)
1216 return 0; 1177 return 0;
1217 1178
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1179 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); 1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1220 else 1181 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1182 {
1223 case range_magic: 1183 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1184 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1185 else if (item->type == SCROLL)
1226 case range_misc: 1186 op->failmsg ("Something blocks the magic of your scroll.");
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.");
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 1187 else
1253 op->spellarg = NULL; 1188 op->failmsg ("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 } 1189 }
1262 else 1190 else
1263 { /* casting_time == 0 */ 1191 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1192
1265 spell_ob = op->spell; 1193 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1194 }
1195
1271 /* Take into account how long it takes to cast the spell. 1196 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1197 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1198 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1199 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1200 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1201 * the player any time.
1277 * Ignore casting time for firewalls 1202 * Ignore casting time for firewalls
1203 */
1204 if (caster == op && caster->type != FIREWALL)
1205 {
1206 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1207 /* Other portions of the code may also decrement the speed of the player, so
1208 * put a lower limit so that the player isn't stuck here too long
1278 */ 1209 */
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)) 1210 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); 1211 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1212 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1213 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); 1214 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1215
1294 if (op->type == PLAYER && op == caster) 1216 if (op->type == PLAYER && op == caster)
1295 { 1217 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1218 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); 1219 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1304 if (op != caster && !skill && caster->skill) 1226 if (op != caster && !skill && caster->skill)
1305 { 1227 {
1306 skill = find_skill_by_name (op, caster->skill); 1228 skill = find_skill_by_name (op, caster->skill);
1307 if (!skill) 1229 if (!skill)
1308 { 1230 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1231 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1310 return 0; 1232 return 0;
1311 } 1233 }
1234
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1235 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1236 }
1237
1238 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1239 return RESULT_INT (0);
1314 1240
1315 switch (spell_ob->subtype) 1241 switch (spell_ob->subtype)
1316 { 1242 {
1317 /* The order of case statements is same as the order they show up 1243 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1244 * in in spells.h.
1319 */ 1245 */
1320 case SP_RAISE_DEAD: 1246 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1247 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1248 break;
1323 1249
1324 case SP_RUNE: 1250 case SP_RUNE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1283 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358 break; 1284 break;
1359 1285
1360 case SP_SUMMON_GOLEM: 1286 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1287 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1288 break;
1364 1289
1365 case SP_DIMENSION_DOOR: 1290 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1291 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1292 * moved.
1440#ifdef NO_POLYMORPH 1365#ifdef NO_POLYMORPH
1441 /* Not great, but at least provide feedback so if players do have 1366 /* Not great, but at least provide feedback so if players do have
1442 * polymorph (ie, find it as a preset item or left over from before 1367 * polymorph (ie, find it as a preset item or left over from before
1443 * it was disabled), they get some feedback. 1368 * it was disabled), they get some feedback.
1444 */ 1369 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1370 op->failmsg ("The spell fizzles!");
1446 success = 0; 1371 success = 0;
1447#else 1372#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1373 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1374#endif
1450 break; 1375 break;
1470 break; 1395 break;
1471 1396
1472 case SP_MOVING_BALL: 1397 case SP_MOVING_BALL:
1473 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1398 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1474 { 1399 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1476 success = 0; 1401 success = 0;
1477 } 1402 }
1478 else 1403 else
1479 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1480 break; 1405 break;
1500 success = cast_consecrate (op, caster, spell_ob); 1425 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1426 break;
1502 1427
1503 case SP_ANIMATE_WEAPON: 1428 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1429 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1430 break;
1507 1431
1508 case SP_LIGHT: 1432 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1433 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1434 break;
1523 1447
1524 case SP_AURA: 1448 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1449 success = create_aura (op, caster, spell_ob);
1526 break; 1450 break;
1527 1451
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1452 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1453 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1454 break;
1535 1455
1536 default: 1456 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); 1457 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 { 1458 }
1549 free (stringarg); 1459
1550 stringarg = NULL; 1460 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 1461
1559 return success; 1462 return success;
1560} 1463}
1561 1464
1562
1563/* This is called from time.c/process_object(). That function 1465/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1466 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1467 * then dispatches them to the appropriate specific routines.
1566 */ 1468 */
1567void 1469void
1568move_spell_effect (object *op) 1470move_spell_effect (object *op)
1569{ 1471{
1660 else if (victim->materialname) 1562 else if (victim->materialname)
1661 save_throw_object (victim, spell->attacktype, spell); 1563 save_throw_object (victim, spell->attacktype, spell);
1662 break; 1564 break;
1663 } 1565 }
1664} 1566}
1567

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