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/cvs/deliantra/server/server/spell_util.C
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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 1.42 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
19 * along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * 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>
23 */ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
735 return freedir[i]; 734 return freedir[i];
736 } 735 }
737 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
738} 737}
739 738
740
741
742/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
745 */ 742 */
746
747void 743void
748put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
749{ 745{
750 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 747 archetype *at;
824{ 820{
825 int attacktype; 821 int attacktype;
826 int face; 822 int face;
827} ATTACKS[22] = 823} ATTACKS[22] =
828{ 824{
829 {
830 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 831 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 833 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 837 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 839 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 841 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 844 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 846 { AT_FEAR, 10},
873 847};
874
875 848
876/* shuffle_attack: peterm 849/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1070 * 1043 *
1071 * 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),
1072 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1074 */ 1047 */
1075
1076int 1048int
1077cast_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)
1078{ 1050{
1079 const char *godname; 1051 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1081 object *skill = NULL; 1053 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 1054
1085 if (!spell_ob) 1055 if (!spell_ob)
1086 { 1056 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 1058 return 0;
1181 if (failure < 0) 1151 if (failure < 0)
1182 { 1152 {
1183 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.");
1184 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1185 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);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1156
1187 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);
1188 return 0; 1158 return 0;
1189 } 1159 }
1190 } 1160 }
1191 } 1161 }
1214 { 1184 {
1215 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1216 return 0; 1186 return 0;
1217 1187
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 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); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1220 else 1190 else
1221 switch (op->contr->shoottype)
1222 {
1223 case range_magic:
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1225 break; 1192
1226 case range_misc:
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0; 1193 return 0;
1236 } 1194 }
1237 1195
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 { 1197 {
1357 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);
1358 break; 1316 break;
1359 1317
1360 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1320 break;
1364 1321
1365 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1324 * moved.
1500 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1458 break;
1502 1459
1503 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1462 break;
1507 1463
1508 case SP_LIGHT: 1464 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1466 break;
1545 1501
1546 /* free the spell arg */ 1502 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1548 { 1504 {
1549 free (stringarg); 1505 free (stringarg);
1550 stringarg = NULL; 1506 stringarg = 0;
1551 } 1507 }
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 1508
1559 return success; 1509 return success;
1560} 1510}
1561 1511
1562 1512

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