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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 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
471 { 457 {
472 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.");
473 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.");
474 dir = 0; 460 dir = 0;
475 } 461 }
476 new_op->x = op->x + freearr_x[dir]; 462
477 new_op->y = op->y + freearr_y[dir]; 463 op->map->insert (new_op,
478 if (dir == 0) 464 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 465 op,
480 else 466 dir ? 0 : INS_BELOW_ORIGINATOR);
481 insert_ob_in_map (new_op, op->map, op, 0); 467
482 return dir; 468 return dir;
483} 469}
484 470
485/* 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.
486 * immune_stop is basically the attacktype of the spell (why 472 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 474 * has the AT_MAGIC bit set, and there is a counterwall
489 * 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
490 * 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.
491 * 477 *
492 */ 478 */
493
494int 479int
495ok_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)
496{ 481{
497 object *tmp; 482 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 483 return 0;
506 484
507 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))
508 return 0; 488 return 0;
509 489
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 490 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 491 {
512 /* If there is a counterspell on the space, and this 492 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 493 * object is using magic, don't progress. I believe we could
514 * 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
515 * 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
516 * 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
517 * 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
518 * 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
519 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
520 */ 500 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (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))
524 return 0; 515 return 0;
525 516
526 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
538 * playability reasons. 529 * playability reasons.
539 */ 530 */
540 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
541 && tmp->type == op->type 532 && tmp->type == op->type
542 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
543 && 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)))
544 { 536 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 540 return 0;
550 542
551 /* 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
552 * ground to prevent it from moving along? 544 * ground to prevent it from moving along?
553 */ 545 */
554 } 546 }
547
555 /* If it passes the above tests, it must be OK */ 548 /* If it passes the above tests, it must be OK */
556 return 1; 549 return 1;
557} 550}
558 551
559/* fire_arch_from_position: fires an archetype. 552/* fire_arch_from_position: fires an archetype.
619 return 0; 612 return 0;
620 } 613 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 615 SET_ANIMATION (tmp, dir);
623 616
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 617 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 618 move_spell_effect (tmp);
628 619
629 return 1; 620 return 1;
630} 621}
631
632
633 622
634/***************************************************************************** 623/*****************************************************************************
635 * 624 *
636 * Code related to rods - perhaps better located in another file? 625 * Code related to rods - perhaps better located in another file?
637 * 626 *
638 ****************************************************************************/ 627 ****************************************************************************/
639
640void 628void
641regenerate_rod (object *rod) 629regenerate_rod (object *rod)
642{ 630{
643 if (rod->stats.hp < rod->stats.maxhp) 631 if (rod->stats.hp < rod->stats.maxhp)
644 { 632 {
653void 641void
654drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
655{ 643{
656 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);
657} 645}
658
659
660
661 646
662/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
664 * 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),
665 * 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
666 * NULL if no good object. 651 * NULL if no good object.
667 */ 652 */
668
669object * 653object *
670find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
671{ 655{
672 object *tmp; 656 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 657
677 /* 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,
678 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
680 */ 661 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 669 tmp = op;
689 } 670 }
690 else 671 else
691 { 672 {
692 m = op->map; 673 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 676
677 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 678 ? m->at (x, y).player ()
679 : 0;
702 } 680 }
703 681
704 /* 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 */
705 if (!tmp) 683 if (!tmp)
706 tmp = op->ms ().player (); 684 tmp = op->ms ().player ();
756 return freedir[i]; 734 return freedir[i];
757 } 735 }
758 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
759} 737}
760 738
761
762
763/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
766 */ 742 */
767
768void 743void
769put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
770{ 745{
771 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 747 archetype *at;
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 784
810 insert_ob_in_map (head, op->map, op, 0); 785 insert_ob_in_map (head, op->map, op, 0);
811 786
812 /* thought it'd be cool to insert a burnout, too. */ 787 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 788 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 789 }
819} 790}
820 791
821/* peterm: function which summons hostile monsters and 792/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 793 * places them in nearby squares.
849{ 820{
850 int attacktype; 821 int attacktype;
851 int face; 822 int face;
852} ATTACKS[22] = 823} ATTACKS[22] =
853{ 824{
854 {
855 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 831 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 833 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 837 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 839 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 841 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 844 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 846 { AT_FEAR, 10},
898 847};
899
900 848
901/* shuffle_attack: peterm 849/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1022 else 970 else
1023 { 971 {
1024 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!");
1025 tmp = get_archetype (LOOSE_MANA); 973 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 974 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 975
1030 /* increase the area of destruction a little for more powerful spells */ 976 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 977 tmp->range += isqrt (power);
1032 978
1033 if (power > 25) 979 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 980 tmp->stats.dam = 25 + isqrt (power);
1035 else 981 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 982 tmp->stats.dam = power; /* nasty recoils! */
1037 983
1038 tmp->stats.maxhp = tmp->count; 984 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 985
986 tmp->insert_at (op);
1040 } 987 }
1041 } 988 }
1042} 989}
1043 990
1044int 991int
1045cast_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)
1046{ 993{
1047 int success; 994 int success;
1048 player *pl;
1049 object *spell; 995 object *spell;
1050 996
1051 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1052 { 998 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1097 * 1043 *
1098 * 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),
1099 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1100 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1101 */ 1047 */
1102
1103int 1048int
1104cast_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)
1105{ 1050{
1106 const char *godname; 1051 const char *godname;
1107 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1108 object *skill = NULL; 1053 object *skill = NULL;
1109
1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 1054
1112 if (!spell_ob) 1055 if (!spell_ob)
1113 { 1056 {
1114 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1115 return 0; 1058 return 0;
1169 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)
1170 { 1113 {
1171 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.");
1172 return 0; 1115 return 0;
1173 } 1116 }
1117
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 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)
1176 { 1120 {
1177 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 -
1178 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)
1191 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) <
1192 (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]))
1193 { 1137 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1196 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1197 {
1198 op->casting_time = -1; 1142 op->casting_time = -1;
1199 } 1143
1200 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);
1201 return 0; 1145 return 0;
1202 } 1146 }
1203 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1204 { 1148 {
1207 if (failure < 0) 1151 if (failure < 0)
1208 { 1152 {
1209 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.");
1210 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1211 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);
1212 op->contr->shoottype = (rangetype) old_shoottype; 1156
1213 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);
1214 return 0; 1158 return 0;
1215 } 1159 }
1216 } 1160 }
1217 } 1161 }
1240 { 1184 {
1241 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1242 return 0; 1186 return 0;
1243 1187
1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1245 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);
1246 else 1190 else
1247 switch (op->contr->shoottype)
1248 {
1249 case range_magic:
1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1251 break; 1192
1252 case range_misc:
1253 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254 break;
1255 case range_golem:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1257 break;
1258 default:
1259 break;
1260 }
1261 return 0; 1193 return 0;
1262 } 1194 }
1263 1195
1264 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1265 { 1197 {
1383 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);
1384 break; 1316 break;
1385 1317
1386 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1387 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1388 old_shoottype = range_golem;
1389 break; 1320 break;
1390 1321
1391 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1392 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1393 * moved. 1324 * moved.
1526 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1527 break; 1458 break;
1528 1459
1529 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1530 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1531 old_shoottype = range_golem;
1532 break; 1462 break;
1533 1463
1534 case SP_LIGHT: 1464 case SP_LIGHT:
1535 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1536 break; 1466 break;
1571 1501
1572 /* free the spell arg */ 1502 /* free the spell arg */
1573 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1574 { 1504 {
1575 free (stringarg); 1505 free (stringarg);
1576 stringarg = NULL; 1506 stringarg = 0;
1577 } 1507 }
1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1579 * to something like use_magic_item, but you really want to be able to fire
1580 * it again.
1581 */
1582 if (op->contr)
1583 op->contr->shoottype = (rangetype) old_shoottype;
1584 1508
1585 return success; 1509 return success;
1586} 1510}
1587 1511
1588 1512
1681 break; 1605 break;
1682 1606
1683 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1612 break;
1689 } 1613 }
1690} 1614}

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