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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.21 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
151} 149}
152 150
153/* pretty basic function - basically just takes 151/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 152 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 153 */
156
157void 154void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 155spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 156{
160
161 if (spob->other_arch != NULL) 157 if (spob->other_arch)
162 { 158 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 159}
171 160
172/* 161/*
173 * This function takes a caster and spell and presents the 162 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 163 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 164 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 165 * spellpaths. Was called path_level_mod.
177 * 166 *
178 * caster is person casting hte spell. 167 * caster is person casting the spell.
179 * spell is the spell object. 168 * spell is the spell object.
180 * Returns modified level. 169 * Returns modified level.
181 */ 170 */
182int 171int
183min_casting_level (object *caster, object *spell) 172min_casting_level (object *caster, object *spell)
186 175
187 if (caster->path_denied & spell->path_attuned) 176 if (caster->path_denied & spell->path_attuned)
188 return 1; 177 return 1;
189 178
190 new_level = spell->level 179 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 180 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 182
193 return (new_level < 1) ? 1 : new_level; 183 return max (1, new_level);
194} 184}
195
196 185
197/* This function returns the effective level the spell 186/* This function returns the effective level the spell
198 * is being cast at. 187 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 188 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 189 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 190 * min_caster_level, so the difference is effectively 4
202 */ 191 */
203
204int 192int
205caster_level (object *caster, object *spell) 193caster_level (object *caster, object *spell)
206{ 194{
207 int level = caster->level; 195 int level = caster->level;
208 196
223 211
224 level = MIN (level, sk_level + level / 10 + 1); 212 level = MIN (level, sk_level + level / 10 + 1);
225 } 213 }
226 214
227 /* Got valid caster level. Now adjust for attunement */ 215 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 216 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 218
230 /* Always make this at least 1. If this is zero, we get divide by zero 219 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 220 * errors in various places.
232 */ 221 */
233 if (level < 1)
234 level = 1;
235
236 return level; 222 return max (level, 1);
237} 223}
238 224
239/* The following function scales the spellpoint cost of 225/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 226 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 227 * lower level spells become incredibly vicious at high
441{ 427{
442 object *op; 428 object *op;
443 429
444 if (OUT_OF_REAL_MAP (m, x, y)) 430 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 431 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 433 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 434 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 436 return 1;
450 437
451 return 0; 438 return 0;
452} 439}
453 440
470 { 457 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
472 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
473 dir = 0; 460 dir = 0;
474 } 461 }
475 new_op->x = op->x + freearr_x[dir]; 462
476 new_op->y = op->y + freearr_y[dir]; 463 op->map->insert (new_op,
477 if (dir == 0) 464 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 465 op,
479 else 466 dir ? 0 : INS_BELOW_ORIGINATOR);
480 insert_ob_in_map (new_op, op->map, op, 0); 467
481 return dir; 468 return dir;
482} 469}
483 470
484/* Returns true if it is ok to put spell *op on the space/may provided. 471/* Returns true if it is ok to put spell *op on the space/may provided.
485 * immune_stop is basically the attacktype of the spell (why 472 * immune_stop is basically the attacktype of the spell (why
487 * has the AT_MAGIC bit set, and there is a counterwall 474 * has the AT_MAGIC bit set, and there is a counterwall
488 * on the space, the object doesn't get placed. if immune stop 475 * on the space, the object doesn't get placed. if immune stop
489 * does not have AT_MAGIC, then counterwalls do not effect the spell. 476 * does not have AT_MAGIC, then counterwalls do not effect the spell.
490 * 477 *
491 */ 478 */
492
493int 479int
494ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
495{ 481{
496 object *tmp; 482 if (!xy_normalise (m, x, y))
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0; 483 return 0;
505 484
506 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 485 mapspace &ms = m->at (x, y);
486
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
507 return 0; 488 return 0;
508 489
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 490 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 491 {
511 /* If there is a counterspell on the space, and this 492 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 493 * object is using magic, don't progress. I believe we could
513 * leave this out and let in progress, and other areas of the code 494 * leave this out and let in progress, and other areas of the code
514 * will then remove it, but that would seem to to use more 495 * will then remove it, but that would seem to to use more
515 * resources, and may not work as well if a player is standing 496 * resources, and may not work as well if a player is standing
516 * on top of a counterwall spell (may hit the player before being 497 * on top of a counterwall spell (may hit the player before being
517 * removed.) On the other hand, it may be more dramatic for the 498 * removed.) On the other hand, it may be more dramatic for the
518 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
519 */ 500 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 503 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON)
505 && (tmp->type != BOW)
506 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509 // we special case floor here because there
510 // are sometimes spell effect floors
511 // which are used to inflict damage
512 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC))
523 return 0; 515 return 0;
524 516
525 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
537 * playability reasons. 529 * playability reasons.
538 */ 530 */
539 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
540 && tmp->type == op->type 532 && tmp->type == op->type
541 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
542 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543 { 536 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0; 540 return 0;
549 542
550 /* Perhaps we should also put checks in for no magic and unholy 543 /* Perhaps we should also put checks in for no magic and unholy
551 * ground to prevent it from moving along? 544 * ground to prevent it from moving along?
552 */ 545 */
553 } 546 }
547
554 /* If it passes the above tests, it must be OK */ 548 /* If it passes the above tests, it must be OK */
555 return 1; 549 return 1;
556} 550}
557 551
558/* fire_arch_from_position: fires an archetype. 552/* fire_arch_from_position: fires an archetype.
618 return 0; 612 return 0;
619 } 613 }
620 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION (tmp, dir); 615 SET_ANIMATION (tmp, dir);
622 616
623 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 617 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
624 return 1;
625
626 move_spell_effect (tmp); 618 move_spell_effect (tmp);
627 619
628 return 1; 620 return 1;
629} 621}
630
631
632 622
633/***************************************************************************** 623/*****************************************************************************
634 * 624 *
635 * Code related to rods - perhaps better located in another file? 625 * Code related to rods - perhaps better located in another file?
636 * 626 *
637 ****************************************************************************/ 627 ****************************************************************************/
638
639void 628void
640regenerate_rod (object *rod) 629regenerate_rod (object *rod)
641{ 630{
642 if (rod->stats.hp < rod->stats.maxhp) 631 if (rod->stats.hp < rod->stats.maxhp)
643 { 632 {
652void 641void
653drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
654{ 643{
655 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
656} 645}
657
658
659
660 646
661/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
662 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
663 * op is what is looking for the target (which can be a player), 649 * op is what is looking for the target (which can be a player),
664 * dir is the direction we are looking in. Return object found, or 650 * dir is the direction we are looking in. Return object found, or
665 * NULL if no good object. 651 * NULL if no good object.
666 */ 652 */
667
668object * 653object *
669find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
670{ 655{
671 object *tmp; 656 object *tmp;
672 maptile *m;
673 sint16 x, y;
674 int mflags;
675 657
676 /* I don't really get this block - if op isn't a player or rune, 658 /* I don't really get this block - if op isn't a player or rune,
677 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
678 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
679 */ 661 */
686 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687 tmp = op; 669 tmp = op;
688 } 670 }
689 else 671 else
690 { 672 {
691 m = op->map; 673 maptile *m = op->map;
692 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
693 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
694
695 mflags = get_map_flags (m, &m, x, y, &x, &y);
696
697 if (mflags & P_OUT_OF_MAP)
698 tmp = NULL;
699 else
700 { 676
701 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 677 tmp = xy_normalise (m, x, y)
702 if (tmp->type == PLAYER) 678 ? m->at (x, y).player ()
703 break; 679 : 0;
704 }
705 } 680 }
681
706 /* didn't find a player there, look in current square for a player */ 682 /* didn't find a player there, look in current square for a player */
707 if (tmp == NULL) 683 if (!tmp)
708 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 684 tmp = op->ms ().player ();
709 {
710 if (tmp->type == PLAYER)
711 break;
712 }
713 685
714 return tmp; 686 return tmp;
715} 687}
716 688
717 689
749 mp = m; 721 mp = m;
750 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 722 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 723 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752 continue; 724 continue;
753 725
754 tmp = get_map_ob (mp, nx, ny); 726 tmp = GET_MAP_OB (mp, nx, ny);
755 727
756 while (tmp != NULL && (((owner_type == PLAYER && 728 while (tmp != NULL && (((owner_type == PLAYER &&
757 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 729 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 730 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759 tmp = tmp->above; 731 tmp = tmp->above;
762 return freedir[i]; 734 return freedir[i];
763 } 735 }
764 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
765} 737}
766 738
767
768
769/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
770 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
771 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
772 */ 742 */
773
774void 743void
775put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
776{ 745{
777 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
778 archetype *at; 747 archetype *at;
814 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815 784
816 insert_ob_in_map (head, op->map, op, 0); 785 insert_ob_in_map (head, op->map, op, 0);
817 786
818 /* thought it'd be cool to insert a burnout, too. */ 787 /* thought it'd be cool to insert a burnout, too. */
819 tmp = get_archetype ("burnout"); 788 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
820 tmp->map = op->map;
821 tmp->x = op->x + freearr_x[dir];
822 tmp->y = op->y + freearr_y[dir];
823 insert_ob_in_map (tmp, op->map, op, 0);
824 } 789 }
825} 790}
826 791
827/* peterm: function which summons hostile monsters and 792/* peterm: function which summons hostile monsters and
828 * places them in nearby squares. 793 * places them in nearby squares.
855{ 820{
856 int attacktype; 821 int attacktype;
857 int face; 822 int face;
858} ATTACKS[22] = 823} ATTACKS[22] =
859{ 824{
860 {
861 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
862 {
863 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
864 {
865 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
866 {
867 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
868 {
869 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
870 {
871 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
872 {
873 AT_FIRE, 2}, 831 { AT_FIRE, 2},
874 {
875 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
876 {
877 AT_FIRE, 2}, 833 { AT_FIRE, 2},
878 {
879 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
880 {
881 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
882 {
883 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
884 {
885 AT_COLD, 4}, 837 { AT_COLD, 4},
886 {
887 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
888 {
889 AT_COLD, 4}, 839 { AT_COLD, 4},
890 {
891 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
892 {
893 AT_POISON, 7}, 841 { AT_POISON, 7},
894 {
895 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
896 {
897 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
898 {
899 AT_SLOW, 8}, 844 { AT_SLOW, 8},
900 {
901 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
902 {
903AT_FEAR, 10}}; 846 { AT_FEAR, 10},
904 847};
905
906 848
907/* shuffle_attack: peterm 849/* shuffle_attack: peterm
908 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
909 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
910 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1028 else 970 else
1029 { 971 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 972 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031 tmp = get_archetype (LOOSE_MANA); 973 tmp = get_archetype (LOOSE_MANA);
1032 tmp->level = skill->level; 974 tmp->level = skill->level;
1033 tmp->x = op->x;
1034 tmp->y = op->y;
1035 975
1036 /* increase the area of destruction a little for more powerful spells */ 976 /* increase the area of destruction a little for more powerful spells */
1037 tmp->range += isqrt (power); 977 tmp->range += isqrt (power);
1038 978
1039 if (power > 25) 979 if (power > 25)
1040 tmp->stats.dam = 25 + isqrt (power); 980 tmp->stats.dam = 25 + isqrt (power);
1041 else 981 else
1042 tmp->stats.dam = power; /* nasty recoils! */ 982 tmp->stats.dam = power; /* nasty recoils! */
1043 983
1044 tmp->stats.maxhp = tmp->count; 984 tmp->stats.maxhp = tmp->count;
1045 insert_ob_in_map (tmp, op->map, NULL, 0); 985
986 tmp->insert_at (op);
1046 } 987 }
1047 } 988 }
1048} 989}
1049 990
1050int 991int
1051cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 992cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 993{
1053 int success; 994 int success;
1054 player *pl;
1055 object *spell; 995 object *spell;
1056 996
1057 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1058 { 998 {
1059 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1067 if (caster->contr->party == NULL) 1007 if (caster->contr->party == NULL)
1068 { 1008 {
1069 spell->remove (); 1009 spell->remove ();
1070 return success; 1010 return success;
1071 } 1011 }
1072 for (pl = first_player; pl != NULL; pl = pl->next) 1012 for_all_players (pl)
1073 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)))
1074 { 1014 {
1075 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076 } 1016 }
1077 spell->remove (); 1017 spell->remove ();
1103 * 1043 *
1104 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1044 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1105 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1106 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1107 */ 1047 */
1108
1109int 1048int
1110cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1111{ 1050{
1112 const char *godname; 1051 const char *godname;
1113 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1114 object *skill = NULL; 1053 object *skill = NULL;
1115
1116 old_shoottype = op->contr ? op->contr->shoottype : 0;
1117 1054
1118 if (!spell_ob) 1055 if (!spell_ob)
1119 { 1056 {
1120 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1121 return 0; 1058 return 0;
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176 { 1113 {
1177 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1178 return 0; 1115 return 0;
1179 } 1116 }
1117
1180 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182 { 1120 {
1183 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1184 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1197 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1198 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199 { 1137 {
1200 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1201 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1202 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1203 {
1204 op->casting_time = -1; 1142 op->casting_time = -1;
1205 } 1143
1206 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);
1207 return 0; 1145 return 0;
1208 } 1146 }
1209 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1210 { 1148 {
1213 if (failure < 0) 1151 if (failure < 0)
1214 { 1152 {
1215 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.");
1216 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1217 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);
1218 op->contr->shoottype = (rangetype) old_shoottype; 1156
1219 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);
1220 return 0; 1158 return 0;
1221 } 1159 }
1222 } 1160 }
1223 } 1161 }
1246 { 1184 {
1247 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1248 return 0; 1186 return 0;
1249 1187
1250 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1252 else 1190 else
1253 switch (op->contr->shoottype)
1254 {
1255 case range_magic:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1257 break; 1192
1258 case range_misc:
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1260 break;
1261 case range_golem:
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1263 break;
1264 default:
1265 break;
1266 }
1267 return 0; 1193 return 0;
1268 } 1194 }
1269 1195
1270 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1271 { 1197 {
1277 * spell is actually cast, it knows about the stringarg. 1203 * spell is actually cast, it knows about the stringarg.
1278 * necessary for the invoke command spells. 1204 * necessary for the invoke command spells.
1279 */ 1205 */
1280 if (stringarg) 1206 if (stringarg)
1281 { 1207 {
1282 op->spellarg = strdup_local (stringarg); 1208 op->spellarg = strdup (stringarg);
1283 } 1209 }
1284 else 1210 else
1285 op->spellarg = NULL; 1211 op->spellarg = NULL;
1286 return 0; 1212 return 0;
1287 } 1213 }
1389 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1390 break; 1316 break;
1391 1317
1392 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1393 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1394 old_shoottype = range_golem;
1395 break; 1320 break;
1396 1321
1397 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1398 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1399 * moved. 1324 * moved.
1532 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1533 break; 1458 break;
1534 1459
1535 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1536 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1537 old_shoottype = range_golem;
1538 break; 1462 break;
1539 1463
1540 case SP_LIGHT: 1464 case SP_LIGHT:
1541 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1542 break; 1466 break;
1577 1501
1578 /* free the spell arg */ 1502 /* free the spell arg */
1579 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1580 { 1504 {
1581 free (stringarg); 1505 free (stringarg);
1582 stringarg = NULL; 1506 stringarg = 0;
1583 } 1507 }
1584 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1585 * to something like use_magic_item, but you really want to be able to fire
1586 * it again.
1587 */
1588 if (op->contr)
1589 op->contr->shoottype = (rangetype) old_shoottype;
1590 1508
1591 return success; 1509 return success;
1592} 1510}
1593 1511
1594 1512
1687 break; 1605 break;
1688 1606
1689 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1690 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1691 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1693 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1694 break; 1612 break;
1695 } 1613 }
1696} 1614}

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