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> |
… | |
… | |
187 | * is being cast at. |
187 | * is being cast at. |
188 | * 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. |
189 | * This is because the new code compares casting_level against |
189 | * This is because the new code compares casting_level against |
190 | * min_caster_level, so the difference is effectively 4 |
190 | * min_caster_level, so the difference is effectively 4 |
191 | */ |
191 | */ |
192 | |
|
|
193 | int |
192 | int |
194 | caster_level (object *caster, object *spell) |
193 | caster_level (object *caster, object *spell) |
195 | { |
194 | { |
196 | int level = caster->level; |
195 | int level = caster->level; |
197 | |
196 | |
… | |
… | |
212 | |
211 | |
213 | level = MIN (level, sk_level + level / 10 + 1); |
212 | level = MIN (level, sk_level + level / 10 + 1); |
214 | } |
213 | } |
215 | |
214 | |
216 | /* Got valid caster level. Now adjust for attunement */ |
215 | /* Got valid caster level. Now adjust for attunement */ |
217 | 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; |
218 | |
218 | |
219 | /* 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 |
220 | * errors in various places. |
220 | * errors in various places. |
221 | */ |
221 | */ |
222 | if (level < 1) |
|
|
223 | level = 1; |
|
|
224 | |
|
|
225 | return level; |
222 | return max (level, 1); |
226 | } |
223 | } |
227 | |
224 | |
228 | /* The following function scales the spellpoint cost of |
225 | /* The following function scales the spellpoint cost of |
229 | * a spell by it's increased effectiveness. Some of the |
226 | * a spell by it's increased effectiveness. Some of the |
230 | * lower level spells become incredibly vicious at high |
227 | * lower level spells become incredibly vicious at high |
… | |
… | |
477 | * has the AT_MAGIC bit set, and there is a counterwall |
474 | * has the AT_MAGIC bit set, and there is a counterwall |
478 | * 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 |
479 | * 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. |
480 | * |
477 | * |
481 | */ |
478 | */ |
482 | |
|
|
483 | int |
479 | int |
484 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
480 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
485 | { |
481 | { |
486 | object *tmp; |
482 | if (!xy_normalise (m, x, y)) |
487 | int mflags; |
|
|
488 | maptile *mp; |
|
|
489 | |
|
|
490 | mp = m; |
|
|
491 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
|
492 | |
|
|
493 | if (mflags & P_OUT_OF_MAP) |
|
|
494 | return 0; |
483 | return 0; |
495 | |
484 | |
496 | 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)) |
497 | return 0; |
488 | return 0; |
498 | |
489 | |
499 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
500 | { |
491 | { |
501 | /* If there is a counterspell on the space, and this |
492 | /* If there is a counterspell on the space, and this |
502 | * object is using magic, don't progress. I believe we could |
493 | * object is using magic, don't progress. I believe we could |
503 | * 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 |
504 | * 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 |
505 | * 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 |
506 | * 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 |
507 | * 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 |
508 | * spell to actually hit the counterwall and be sucked up. |
499 | * spell to actually hit the counterwall and be sucked up. |
509 | */ |
500 | */ |
510 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
511 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
512 | (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)) |
513 | return 0; |
515 | return 0; |
514 | |
516 | |
515 | /* This is to prevent 'out of control' spells. Basically, this |
517 | /* This is to prevent 'out of control' spells. Basically, this |
516 | * limits one spell effect per space per spell. This is definately |
518 | * limits one spell effect per space per spell. This is definately |
517 | * needed for performance reasons, and just for playability I believe. |
519 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
527 | * playability reasons. |
529 | * playability reasons. |
528 | */ |
530 | */ |
529 | if (tmp->arch == op->arch |
531 | if (tmp->arch == op->arch |
530 | && tmp->type == op->type |
532 | && tmp->type == op->type |
531 | && tmp->subtype == op->subtype |
533 | && tmp->subtype == op->subtype |
|
|
534 | && tmp->owner == op->owner |
532 | && 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))) |
533 | { |
536 | { |
534 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
535 | tmp->range = MAX (tmp->range, op->range); |
538 | tmp->range = MAX (tmp->range, op->range); |
536 | tmp->duration = MAX (tmp->duration, op->duration); |
539 | tmp->duration = MAX (tmp->duration, op->duration); |
537 | return 0; |
540 | return 0; |
… | |
… | |
539 | |
542 | |
540 | /* 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 |
541 | * ground to prevent it from moving along? |
544 | * ground to prevent it from moving along? |
542 | */ |
545 | */ |
543 | } |
546 | } |
|
|
547 | |
544 | /* If it passes the above tests, it must be OK */ |
548 | /* If it passes the above tests, it must be OK */ |
545 | return 1; |
549 | return 1; |
546 | } |
550 | } |
547 | |
551 | |
548 | /* fire_arch_from_position: fires an archetype. |
552 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
638 | drain_rod_charge (object *rod) |
642 | drain_rod_charge (object *rod) |
639 | { |
643 | { |
640 | 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); |
641 | } |
645 | } |
642 | |
646 | |
643 | |
|
|
644 | |
|
|
645 | |
|
|
646 | /* this function is commonly used to find a friendly target for |
647 | /* this function is commonly used to find a friendly target for |
647 | * spells such as heal or protection or armour |
648 | * spells such as heal or protection or armour |
648 | * 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), |
649 | * 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 |
650 | * NULL if no good object. |
651 | * NULL if no good object. |
651 | */ |
652 | */ |
652 | |
|
|
653 | object * |
653 | object * |
654 | find_target_for_friendly_spell (object *op, int dir) |
654 | find_target_for_friendly_spell (object *op, int dir) |
655 | { |
655 | { |
656 | object *tmp; |
656 | object *tmp; |
657 | maptile *m; |
|
|
658 | sint16 x, y; |
|
|
659 | int mflags; |
|
|
660 | |
657 | |
661 | /* 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, |
662 | * we then make the owner of this object the target. |
659 | * we then make the owner of this object the target. |
663 | * The owner could very well be no where near op. |
660 | * The owner could very well be no where near op. |
664 | */ |
661 | */ |
… | |
… | |
671 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
672 | tmp = op; |
669 | tmp = op; |
673 | } |
670 | } |
674 | else |
671 | else |
675 | { |
672 | { |
676 | m = op->map; |
673 | maptile *m = op->map; |
677 | x = op->x + freearr_x[dir]; |
674 | sint16 x = op->x + freearr_x[dir]; |
678 | y = op->y + freearr_y[dir]; |
675 | sint16 y = op->y + freearr_y[dir]; |
679 | |
|
|
680 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
681 | |
|
|
682 | if (mflags & P_OUT_OF_MAP) |
|
|
683 | tmp = 0; |
|
|
684 | else |
676 | |
|
|
677 | tmp = xy_normalise (m, x, y) |
685 | tmp = m->at (x, y).player (); |
678 | ? m->at (x, y).player () |
|
|
679 | : 0; |
686 | } |
680 | } |
687 | |
681 | |
688 | /* 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 */ |
689 | if (!tmp) |
683 | if (!tmp) |
690 | tmp = op->ms ().player (); |
684 | tmp = op->ms ().player (); |
… | |
… | |
740 | return freedir[i]; |
734 | return freedir[i]; |
741 | } |
735 | } |
742 | return -1; /* flag for "keep going the way you were" */ |
736 | return -1; /* flag for "keep going the way you were" */ |
743 | } |
737 | } |
744 | |
738 | |
745 | |
|
|
746 | |
|
|
747 | /* put_a_monster: puts a monster named monstername near by |
739 | /* put_a_monster: puts a monster named monstername near by |
748 | * op. This creates the treasures for the monsters, and |
740 | * op. This creates the treasures for the monsters, and |
749 | * also deals with multipart monsters properly. |
741 | * also deals with multipart monsters properly. |
750 | */ |
742 | */ |
751 | |
|
|
752 | void |
743 | void |
753 | put_a_monster (object *op, const char *monstername) |
744 | put_a_monster (object *op, const char *monstername) |
754 | { |
745 | { |
755 | object *tmp, *head = NULL, *prev = NULL; |
746 | object *tmp, *head = NULL, *prev = NULL; |
756 | archetype *at; |
747 | archetype *at; |
… | |
… | |
829 | { |
820 | { |
830 | int attacktype; |
821 | int attacktype; |
831 | int face; |
822 | int face; |
832 | } ATTACKS[22] = |
823 | } ATTACKS[22] = |
833 | { |
824 | { |
834 | { |
|
|
835 | AT_PHYSICAL, 0}, |
825 | { AT_PHYSICAL, 0}, |
836 | { |
|
|
837 | AT_PHYSICAL, 0}, /*face = explosion */ |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
838 | { |
|
|
839 | AT_PHYSICAL, 0}, |
827 | { AT_PHYSICAL, 0}, |
840 | { |
|
|
841 | AT_MAGIC, 1}, |
828 | { AT_MAGIC, 1}, |
842 | { |
|
|
843 | AT_MAGIC, 1}, /* face = last-burnout */ |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
844 | { |
|
|
845 | AT_MAGIC, 1}, |
830 | { AT_MAGIC, 1}, |
846 | { |
|
|
847 | AT_FIRE, 2}, |
831 | { AT_FIRE, 2}, |
848 | { |
|
|
849 | AT_FIRE, 2}, /* face = fire.... */ |
832 | { AT_FIRE, 2}, /* face = fire.... */ |
850 | { |
|
|
851 | AT_FIRE, 2}, |
833 | { AT_FIRE, 2}, |
852 | { |
|
|
853 | AT_ELECTRICITY, 3}, |
834 | { AT_ELECTRICITY, 3}, |
854 | { |
|
|
855 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
835 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
856 | { |
|
|
857 | AT_ELECTRICITY, 3}, |
836 | { AT_ELECTRICITY, 3}, |
858 | { |
|
|
859 | AT_COLD, 4}, |
837 | { AT_COLD, 4}, |
860 | { |
|
|
861 | AT_COLD, 4}, /* face=icestorm */ |
838 | { AT_COLD, 4}, /* face=icestorm */ |
862 | { |
|
|
863 | AT_COLD, 4}, |
839 | { AT_COLD, 4}, |
864 | { |
|
|
865 | AT_CONFUSION, 5}, |
840 | { AT_CONFUSION, 5}, |
866 | { |
|
|
867 | AT_POISON, 7}, |
841 | { AT_POISON, 7}, |
868 | { |
|
|
869 | AT_POISON, 7}, /* face = acid sphere. generator */ |
842 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
870 | { |
|
|
871 | AT_POISON, 7}, /* poisoncloud face */ |
843 | { AT_POISON, 7}, /* poisoncloud face */ |
872 | { |
|
|
873 | AT_SLOW, 8}, |
844 | { AT_SLOW, 8}, |
874 | { |
|
|
875 | AT_PARALYZE, 9}, |
845 | { AT_PARALYZE, 9}, |
876 | { |
|
|
877 | AT_FEAR, 10}}; |
846 | { AT_FEAR, 10}, |
878 | |
847 | }; |
879 | |
|
|
880 | |
848 | |
881 | /* shuffle_attack: peterm |
849 | /* shuffle_attack: peterm |
882 | * This routine shuffles the attack of op to one of the |
850 | * This routine shuffles the attack of op to one of the |
883 | * ones in the list. It does this at random. It also |
851 | * ones in the list. It does this at random. It also |
884 | * chooses a face appropriate to the attack that is |
852 | * chooses a face appropriate to the attack that is |
… | |
… | |
1022 | |
990 | |
1023 | int |
991 | int |
1024 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1025 | { |
993 | { |
1026 | int success; |
994 | int success; |
1027 | player *pl; |
|
|
1028 | object *spell; |
995 | object *spell; |
1029 | |
996 | |
1030 | if (!spell_ob->other_arch) |
997 | if (!spell_ob->other_arch) |
1031 | { |
998 | { |
1032 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1076 | * |
1043 | * |
1077 | * 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), |
1078 | * this function will decrease the mana/grace appropriately. For other |
1045 | * this function will decrease the mana/grace appropriately. For other |
1079 | * objects, the caller should do what it considers appropriate. |
1046 | * objects, the caller should do what it considers appropriate. |
1080 | */ |
1047 | */ |
1081 | |
|
|
1082 | int |
1048 | int |
1083 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1049 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1084 | { |
1050 | { |
1085 | const char *godname; |
1051 | const char *godname; |
1086 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1052 | int success = 0, mflags, cast_level = 0; |
1087 | object *skill = NULL; |
1053 | object *skill = NULL; |
1088 | |
|
|
1089 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1090 | |
1054 | |
1091 | if (!spell_ob) |
1055 | if (!spell_ob) |
1092 | { |
1056 | { |
1093 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1094 | return 0; |
1058 | return 0; |
… | |
… | |
1171 | 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) < |
1172 | (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])) |
1173 | { |
1137 | { |
1174 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1175 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
|
|
1140 | |
1176 | if (settings.casting_time == TRUE) |
1141 | if (settings.casting_time == TRUE) |
1177 | { |
|
|
1178 | op->casting_time = -1; |
1142 | op->casting_time = -1; |
1179 | } |
1143 | |
1180 | 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); |
1181 | return 0; |
1145 | return 0; |
1182 | } |
1146 | } |
1183 | else if (spell_ob->stats.sp) |
1147 | else if (spell_ob->stats.sp) |
1184 | { |
1148 | { |
… | |
… | |
1187 | if (failure < 0) |
1151 | if (failure < 0) |
1188 | { |
1152 | { |
1189 | 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."); |
1190 | if (settings.spell_failure_effects == TRUE) |
1154 | if (settings.spell_failure_effects == TRUE) |
1191 | 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); |
1192 | op->contr->shoottype = (rangetype) old_shoottype; |
1156 | |
1193 | 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); |
1194 | return 0; |
1158 | return 0; |
1195 | } |
1159 | } |
1196 | } |
1160 | } |
1197 | } |
1161 | } |
… | |
… | |
1220 | { |
1184 | { |
1221 | if (op->type != PLAYER) |
1185 | if (op->type != PLAYER) |
1222 | return 0; |
1186 | return 0; |
1223 | |
1187 | |
1224 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1225 | 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); |
1226 | else |
1190 | else |
1227 | switch (op->contr->shoottype) |
|
|
1228 | { |
|
|
1229 | case range_magic: |
|
|
1230 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1231 | break; |
1192 | |
1232 | case range_misc: |
|
|
1233 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1234 | break; |
|
|
1235 | case range_golem: |
|
|
1236 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1237 | break; |
|
|
1238 | default: |
|
|
1239 | break; |
|
|
1240 | } |
|
|
1241 | return 0; |
1193 | return 0; |
1242 | } |
1194 | } |
1243 | |
1195 | |
1244 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1196 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1245 | { |
1197 | { |
… | |
… | |
1363 | 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); |
1364 | break; |
1316 | break; |
1365 | |
1317 | |
1366 | case SP_SUMMON_GOLEM: |
1318 | case SP_SUMMON_GOLEM: |
1367 | success = summon_golem (op, caster, dir, spell_ob); |
1319 | success = summon_golem (op, caster, dir, spell_ob); |
1368 | old_shoottype = range_golem; |
|
|
1369 | break; |
1320 | break; |
1370 | |
1321 | |
1371 | case SP_DIMENSION_DOOR: |
1322 | case SP_DIMENSION_DOOR: |
1372 | /* dimension door needs the actual caster, because that is what is |
1323 | /* dimension door needs the actual caster, because that is what is |
1373 | * moved. |
1324 | * moved. |
… | |
… | |
1506 | success = cast_consecrate (op, caster, spell_ob); |
1457 | success = cast_consecrate (op, caster, spell_ob); |
1507 | break; |
1458 | break; |
1508 | |
1459 | |
1509 | case SP_ANIMATE_WEAPON: |
1460 | case SP_ANIMATE_WEAPON: |
1510 | success = animate_weapon (op, caster, spell_ob, dir); |
1461 | success = animate_weapon (op, caster, spell_ob, dir); |
1511 | old_shoottype = range_golem; |
|
|
1512 | break; |
1462 | break; |
1513 | |
1463 | |
1514 | case SP_LIGHT: |
1464 | case SP_LIGHT: |
1515 | success = cast_light (op, caster, spell_ob, dir); |
1465 | success = cast_light (op, caster, spell_ob, dir); |
1516 | break; |
1466 | break; |
… | |
… | |
1551 | |
1501 | |
1552 | /* free the spell arg */ |
1502 | /* free the spell arg */ |
1553 | if (settings.casting_time == TRUE && stringarg) |
1503 | if (settings.casting_time == TRUE && stringarg) |
1554 | { |
1504 | { |
1555 | free (stringarg); |
1505 | free (stringarg); |
1556 | stringarg = NULL; |
1506 | stringarg = 0; |
1557 | } |
1507 | } |
1558 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1559 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1560 | * it again. |
|
|
1561 | */ |
|
|
1562 | if (op->contr) |
|
|
1563 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1564 | |
1508 | |
1565 | return success; |
1509 | return success; |
1566 | } |
1510 | } |
1567 | |
1511 | |
1568 | |
1512 | |
… | |
… | |
1661 | break; |
1605 | break; |
1662 | |
1606 | |
1663 | case SP_MOVING_BALL: |
1607 | case SP_MOVING_BALL: |
1664 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1608 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1665 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1609 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1666 | else if (victim->material || victim->materialname) |
1610 | else if (victim->materialname) |
1667 | save_throw_object (victim, spell->attacktype, spell); |
1611 | save_throw_object (victim, spell->attacktype, spell); |
1668 | break; |
1612 | break; |
1669 | } |
1613 | } |
1670 | } |
1614 | } |