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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.25 by elmex, Wed Dec 20 11:20:50 2006 UTC vs.
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
98 95
99 if (init_spells_done) 96 if (init_spells_done)
100 return; 97 return;
101 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
102 99
103 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
104 { 101 {
105 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
106 { 103 {
107 if (at->clone.skill) 104 if (at->skill)
108 { 105 {
109 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
111 break; 108 break;
112 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
113 { 110 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
115 } 112 }
116 } 113 }
117 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
118 } 115 }
119 } 116 }
138void 135void
139dump_spells (void) 136dump_spells (void)
140{ 137{
141 archetype *at; 138 archetype *at;
142 139
143 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
144 { 141 {
145 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
146 { 143 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
149 } 146 }
150 } 147 }
151} 148}
152 149
153/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 151 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 152 */
156
157void 153void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 154spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 155{
160
161 if (spob->other_arch != NULL) 156 if (spob->other_arch)
162 { 157 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} 158}
171 159
172/* 160/*
173 * This function takes a caster and spell and presents the 161 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 162 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 163 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 164 * spellpaths. Was called path_level_mod.
177 * 165 *
178 * caster is person casting hte spell. 166 * caster is person casting the spell.
179 * spell is the spell object. 167 * spell is the spell object.
180 * Returns modified level. 168 * Returns modified level.
181 */ 169 */
182int 170int
183min_casting_level (object *caster, object *spell) 171min_casting_level (object *caster, object *spell)
186 174
187 if (caster->path_denied & spell->path_attuned) 175 if (caster->path_denied & spell->path_attuned)
188 return 1; 176 return 1;
189 177
190 new_level = spell->level 178 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 179 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 181
193 return (new_level < 1) ? 1 : new_level; 182 return max (1, new_level);
194} 183}
195
196 184
197/* This function returns the effective level the spell 185/* This function returns the effective level the spell
198 * is being cast at. 186 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 187 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 188 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 189 * min_caster_level, so the difference is effectively 4
202 */ 190 */
203
204int 191int
205caster_level (object *caster, object *spell) 192caster_level (object *caster, object *spell)
206{ 193{
207 int level = caster->level; 194 int level = caster->level;
208 195
223 210
224 level = MIN (level, sk_level + level / 10 + 1); 211 level = MIN (level, sk_level + level / 10 + 1);
225 } 212 }
226 213
227 /* Got valid caster level. Now adjust for attunement */ 214 /* 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); 215 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 217
230 /* Always make this at least 1. If this is zero, we get divide by zero 218 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 219 * errors in various places.
232 */ 220 */
233 if (level < 1)
234 level = 1;
235
236 return level; 221 return max (level, 1);
237} 222}
238 223
239/* The following function scales the spellpoint cost of 224/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 225 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 226 * lower level spells become incredibly vicious at high
471 { 456 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 457 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."); 458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 459 dir = 0;
475 } 460 }
476 new_op->x = op->x + freearr_x[dir]; 461
477 new_op->y = op->y + freearr_y[dir]; 462 op->map->insert (new_op,
478 if (dir == 0) 463 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 464 op,
480 else 465 dir ? 0 : INS_BELOW_ORIGINATOR);
481 insert_ob_in_map (new_op, op->map, op, 0); 466
482 return dir; 467 return dir;
483} 468}
484 469
485/* Returns true if it is ok to put spell *op on the space/may provided. 470/* 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 471 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 473 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 474 * 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. 475 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 476 *
492 */ 477 */
493
494int 478int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 479ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 480{
497 object *tmp; 481 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; 482 return 0;
506 483
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 484 mapspace &ms = m->at (x, y);
485
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 487 return 0;
509 488
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 489 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 490 {
512 /* If there is a counterspell on the space, and this 491 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 492 * 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 493 * 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 494 * 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 495 * 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 496 * 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 497 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 498 * spell to actually hit the counterwall and be sucked up.
520 */ 499 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 500 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 501 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 502 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON)
504 && (tmp->type != BOW)
505 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
508 // we special case floor here because there
509 // are sometimes spell effect floors
510 // which are used to inflict damage
511 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC))
524 return 0; 514 return 0;
525 515
526 /* This is to prevent 'out of control' spells. Basically, this 516 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 517 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 518 * needed for performance reasons, and just for playability I believe.
538 * playability reasons. 528 * playability reasons.
539 */ 529 */
540 if (tmp->arch == op->arch 530 if (tmp->arch == op->arch
541 && tmp->type == op->type 531 && tmp->type == op->type
542 && tmp->subtype == op->subtype 532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 535 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 537 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 538 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 539 return 0;
550 541
551 /* Perhaps we should also put checks in for no magic and unholy 542 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 543 * ground to prevent it from moving along?
553 */ 544 */
554 } 545 }
546
555 /* If it passes the above tests, it must be OK */ 547 /* If it passes the above tests, it must be OK */
556 return 1; 548 return 1;
557} 549}
558 550
559/* fire_arch_from_position: fires an archetype. 551/* fire_arch_from_position: fires an archetype.
619 return 0; 611 return 0;
620 } 612 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 614 SET_ANIMATION (tmp, dir);
623 615
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 616 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 617 move_spell_effect (tmp);
628 618
629 return 1; 619 return 1;
630} 620}
631
632
633 621
634/***************************************************************************** 622/*****************************************************************************
635 * 623 *
636 * Code related to rods - perhaps better located in another file? 624 * Code related to rods - perhaps better located in another file?
637 * 625 *
638 ****************************************************************************/ 626 ****************************************************************************/
639
640void 627void
641regenerate_rod (object *rod) 628regenerate_rod (object *rod)
642{ 629{
643 if (rod->stats.hp < rod->stats.maxhp) 630 if (rod->stats.hp < rod->stats.maxhp)
644 { 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
646
647 if (rod->stats.hp > rod->stats.maxhp)
648 rod->stats.hp = rod->stats.maxhp;
649 }
650} 632}
651
652 633
653void 634void
654drain_rod_charge (object *rod) 635drain_rod_charge (object *rod)
655{ 636{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 638}
658
659
660
661 639
662/* this function is commonly used to find a friendly target for 640/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 641 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 642 * 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 643 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 644 * NULL if no good object.
667 */ 645 */
668
669object * 646object *
670find_target_for_friendly_spell (object *op, int dir) 647find_target_for_friendly_spell (object *op, int dir)
671{ 648{
672 object *tmp; 649 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 650
677 /* I don't really get this block - if op isn't a player or rune, 651 /* 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. 652 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 653 * The owner could very well be no where near op.
680 */ 654 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 662 tmp = op;
689 } 663 }
690 else 664 else
691 { 665 {
692 m = op->map; 666 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 667 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 668 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 = NULL;
700 else
701 { 669
702 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 670 tmp = xy_normalise (m, x, y)
703 if (tmp->type == PLAYER) 671 ? m->at (x, y).player ()
704 break; 672 : 0;
705 }
706 } 673 }
674
707 /* didn't find a player there, look in current square for a player */ 675 /* didn't find a player there, look in current square for a player */
708 if (tmp == NULL) 676 if (!tmp)
709 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 677 tmp = op->ms ().player ();
710 {
711 if (tmp->type == PLAYER)
712 break;
713 }
714 678
715 return tmp; 679 return tmp;
716} 680}
717 681
718 682
763 return freedir[i]; 727 return freedir[i];
764 } 728 }
765 return -1; /* flag for "keep going the way you were" */ 729 return -1; /* flag for "keep going the way you were" */
766} 730}
767 731
768
769
770/* put_a_monster: puts a monster named monstername near by 732/* put_a_monster: puts a monster named monstername near by
771 * op. This creates the treasures for the monsters, and 733 * op. This creates the treasures for the monsters, and
772 * also deals with multipart monsters properly. 734 * also deals with multipart monsters properly.
773 */ 735 */
774
775void 736void
776put_a_monster (object *op, const char *monstername) 737put_a_monster (object *op, const char *monstername)
777{ 738{
778 object *tmp, *head = NULL, *prev = NULL; 739 object *tmp, *head = NULL, *prev = NULL;
779 archetype *at; 740 archetype *at;
786 747
787 /* find a free square nearby 748 /* find a free square nearby
788 * first we check the closest square for free squares 749 * first we check the closest square for free squares
789 */ 750 */
790 751
791 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 752 dir = find_first_free_spot (at, op->map, op->x, op->y);
792 if (dir != -1) 753 if (dir != -1)
793 { 754 {
794 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
795 * insert multipart monsters properly 756 * insert multipart monsters properly
796 */ 757 */
758 //TODO: use expand_tail + ...
797 while (at != NULL) 759 while (at != NULL)
798 { 760 {
799 tmp = arch_to_object (at); 761 tmp = arch_to_object (at);
800 tmp->x = op->x + freearr_x[dir] + at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
801 tmp->y = op->y + freearr_y[dir] + at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
802 tmp->map = op->map; 764 tmp->map = op->map;
803 if (head) 765 if (head)
804 { 766 {
805 tmp->head = head; 767 tmp->head = head;
806 prev->more = tmp; 768 prev->more = tmp;
807 } 769 }
770
808 if (!head) 771 if (!head)
809 head = tmp; 772 head = tmp;
773
810 prev = tmp; 774 prev = tmp;
775
811 at = at->more; 776 at = (archetype *)at->more;
812 } 777 }
813 778
814 if (head->randomitems) 779 if (head->randomitems)
815 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
816 781
817 insert_ob_in_map (head, op->map, op, 0); 782 insert_ob_in_map (head, op->map, op, 0);
818 783
819 /* thought it'd be cool to insert a burnout, too. */ 784 /* thought it'd be cool to insert a burnout, too. */
820 tmp = get_archetype ("burnout"); 785 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
821 tmp->map = op->map;
822 tmp->x = op->x + freearr_x[dir];
823 tmp->y = op->y + freearr_y[dir];
824 insert_ob_in_map (tmp, op->map, op, 0);
825 } 786 }
826} 787}
827 788
828/* peterm: function which summons hostile monsters and 789/* peterm: function which summons hostile monsters and
829 * places them in nearby squares. 790 * places them in nearby squares.
856{ 817{
857 int attacktype; 818 int attacktype;
858 int face; 819 int face;
859} ATTACKS[22] = 820} ATTACKS[22] =
860{ 821{
861 {
862 AT_PHYSICAL, 0}, 822 { AT_PHYSICAL, 0},
863 {
864 AT_PHYSICAL, 0}, /*face = explosion */ 823 { AT_PHYSICAL, 0}, /*face = explosion */
865 {
866 AT_PHYSICAL, 0}, 824 { AT_PHYSICAL, 0},
867 {
868 AT_MAGIC, 1}, 825 { AT_MAGIC, 1},
869 {
870 AT_MAGIC, 1}, /* face = last-burnout */ 826 { AT_MAGIC, 1}, /* face = last-burnout */
871 {
872 AT_MAGIC, 1}, 827 { AT_MAGIC, 1},
873 {
874 AT_FIRE, 2}, 828 { AT_FIRE, 2},
875 {
876 AT_FIRE, 2}, /* face = fire.... */ 829 { AT_FIRE, 2}, /* face = fire.... */
877 {
878 AT_FIRE, 2}, 830 { AT_FIRE, 2},
879 {
880 AT_ELECTRICITY, 3}, 831 { AT_ELECTRICITY, 3},
881 {
882 AT_ELECTRICITY, 3}, /* ball_lightning */ 832 { AT_ELECTRICITY, 3}, /* ball_lightning */
883 {
884 AT_ELECTRICITY, 3}, 833 { AT_ELECTRICITY, 3},
885 {
886 AT_COLD, 4}, 834 { AT_COLD, 4},
887 {
888 AT_COLD, 4}, /* face=icestorm */ 835 { AT_COLD, 4}, /* face=icestorm */
889 {
890 AT_COLD, 4}, 836 { AT_COLD, 4},
891 {
892 AT_CONFUSION, 5}, 837 { AT_CONFUSION, 5},
893 {
894 AT_POISON, 7}, 838 { AT_POISON, 7},
895 {
896 AT_POISON, 7}, /* face = acid sphere. generator */ 839 { AT_POISON, 7}, /* face = acid sphere. generator */
897 {
898 AT_POISON, 7}, /* poisoncloud face */ 840 { AT_POISON, 7}, /* poisoncloud face */
899 {
900 AT_SLOW, 8}, 841 { AT_SLOW, 8},
901 {
902 AT_PARALYZE, 9}, 842 { AT_PARALYZE, 9},
903 {
904AT_FEAR, 10}}; 843 { AT_FEAR, 10},
905 844};
906
907 845
908/* shuffle_attack: peterm 846/* shuffle_attack: peterm
909 * This routine shuffles the attack of op to one of the 847 * This routine shuffles the attack of op to one of the
910 * ones in the list. It does this at random. It also 848 * ones in the list. It does this at random. It also
911 * chooses a face appropriate to the attack that is 849 * chooses a face appropriate to the attack that is
1029 else 967 else
1030 { 968 {
1031 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 969 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1032 tmp = get_archetype (LOOSE_MANA); 970 tmp = get_archetype (LOOSE_MANA);
1033 tmp->level = skill->level; 971 tmp->level = skill->level;
1034 tmp->x = op->x;
1035 tmp->y = op->y;
1036 972
1037 /* increase the area of destruction a little for more powerful spells */ 973 /* increase the area of destruction a little for more powerful spells */
1038 tmp->range += isqrt (power); 974 tmp->range += isqrt (power);
1039 975
1040 if (power > 25) 976 if (power > 25)
1041 tmp->stats.dam = 25 + isqrt (power); 977 tmp->stats.dam = 25 + isqrt (power);
1042 else 978 else
1043 tmp->stats.dam = power; /* nasty recoils! */ 979 tmp->stats.dam = power; /* nasty recoils! */
1044 980
1045 tmp->stats.maxhp = tmp->count; 981 tmp->stats.maxhp = tmp->count;
1046 insert_ob_in_map (tmp, op->map, NULL, 0); 982
983 tmp->insert_at (op);
1047 } 984 }
1048 } 985 }
1049} 986}
1050 987
1051int 988int
1052cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 989cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1053{ 990{
1054 int success; 991 int success;
1055 player *pl;
1056 object *spell; 992 object *spell;
1057 993
1058 if (!spell_ob->other_arch) 994 if (!spell_ob->other_arch)
1059 { 995 {
1060 LOG (llevError, "cast_party_spell: empty other arch\n"); 996 LOG (llevError, "cast_party_spell: empty other arch\n");
1068 if (caster->contr->party == NULL) 1004 if (caster->contr->party == NULL)
1069 { 1005 {
1070 spell->remove (); 1006 spell->remove ();
1071 return success; 1007 return success;
1072 } 1008 }
1073 for (pl = first_player; pl != NULL; pl = pl->next) 1009 for_all_players (pl)
1074 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1075 { 1011 {
1076 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1077 } 1013 }
1078 spell->remove (); 1014 spell->remove ();
1104 * 1040 *
1105 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1041 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1106 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1107 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1108 */ 1044 */
1109
1110int 1045int
1111cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1112{ 1047{
1113 const char *godname; 1048 const char *godname;
1114 int success = 0, mflags, cast_level = 0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1115 object *skill = NULL; 1050 object *skill = NULL;
1116
1117 old_shoottype = op->contr ? op->contr->shoottype : 0;
1118 1051
1119 if (!spell_ob) 1052 if (!spell_ob)
1120 { 1053 {
1121 LOG (llevError, "cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1122 return 0; 1055 return 0;
1151 * at least process that code. 1084 * at least process that code.
1152 */ 1085 */
1153 if (op->type == PLAYER && op == caster) 1086 if (op->type == PLAYER && op == caster)
1154 { 1087 {
1155 cast_level = caster_level (caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1156 if (spell_ob->skill) 1090 if (spell_ob->skill)
1157 { 1091 {
1158 skill = find_skill_by_name (op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1159 if (!skill) 1094 if (!skill)
1160 { 1095 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1162 return 0; 1097 return 0;
1163 } 1098 }
1099
1164 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1165 { 1101 {
1166 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1167 return 0; 1103 return 0;
1168 } 1104 }
1169 } 1105 }
1106
1170 /* If the caster is the wiz, they don't ever fail, and don't have 1107 /* If the caster is the wiz, they don't ever fail, and don't have
1171 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1172 */ 1109 */
1173 if (!QUERY_FLAG (op, FLAG_WIZ)) 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1174 { 1111 {
1176 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1177 { 1114 {
1178 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1179 return 0; 1116 return 0;
1180 } 1117 }
1118
1181 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1182 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1183 { 1121 {
1184 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1185 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1197 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1198 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1199 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1200 { 1138 {
1201 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1202 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1203 if (settings.casting_time == TRUE) 1141
1204 {
1205 op->casting_time = -1;
1206 }
1207 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1208 return 0; 1143 return 0;
1209 } 1144 }
1210 else if (spell_ob->stats.sp) 1145 else if (spell_ob->stats.sp)
1211 { 1146 {
1214 if (failure < 0) 1149 if (failure < 0)
1215 { 1150 {
1216 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1217 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1218 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1219 op->contr->shoottype = (rangetype) old_shoottype; 1154
1220 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1221 return 0; 1156 return 0;
1222 } 1157 }
1223 } 1158 }
1224 } 1159 }
1247 { 1182 {
1248 if (op->type != PLAYER) 1183 if (op->type != PLAYER)
1249 return 0; 1184 return 0;
1250 1185
1251 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1253 else 1188 else if (object *item = op->contr->ranged_ob)
1254 switch (op->contr->shoottype)
1255 { 1189 {
1256 case range_magic: 1190 if (item->type == SPELL)
1257 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1258 break; 1192 else if (item->type == SCROLL)
1259 case range_misc:
1260 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1261 break;
1262 case range_golem:
1263 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1264 break;
1265 default:
1266 break;
1267 }
1268 return 0;
1269 }
1270
1271 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1272 {
1273 if (op->casting_time == -1)
1274 { /* begin the casting */
1275 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1276 op->spell = spell_ob;
1277 /* put the stringarg into the object struct so that when the
1278 * spell is actually cast, it knows about the stringarg.
1279 * necessary for the invoke command spells.
1280 */
1281 if (stringarg)
1282 {
1283 op->spellarg = strdup (stringarg);
1284 }
1285 else 1194 else
1286 op->spellarg = NULL; 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1287 return 0;
1288 }
1289 else if (op->casting_time != 0)
1290 {
1291 if (op->type == PLAYER)
1292 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1293 return 0;
1294 } 1196 }
1295 else 1197 else
1296 { /* casting_time == 0 */ 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1297 op->casting_time = -1; 1199
1298 spell_ob = op->spell; 1200 return 0;
1299 stringarg = op->spellarg;
1300 }
1301 }
1302 else
1303 { 1201 }
1202
1304 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1305 * if the player is casting it, then we use the time in 1204 * if the player is casting it, then we use the time in
1306 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1307 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1308 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1309 * the player any time. 1208 * the player any time.
1310 * Ignore casting time for firewalls 1209 * Ignore casting time for firewalls
1210 */
1211 if (caster == op && caster->type != FIREWALL)
1212 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1214 /* Other portions of the code may also decrement the speed of the player, so
1215 * put a lower limit so that the player isn't stuck here too long
1311 */ 1216 */
1312 if (caster == op && caster->type != FIREWALL)
1313 {
1314 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1315 /* Other portions of the code may also decrement the speed of the player, so
1316 * put a lower limit so that the player isn't stuck here too long
1317 */
1318 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1319 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1218 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1320 } 1219 }
1321 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1322 {
1323 op->speed_left -= 2 * FABS (op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1324 }
1325 }
1326 1222
1327 if (op->type == PLAYER && op == caster) 1223 if (op->type == PLAYER && op == caster)
1328 { 1224 {
1329 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1330 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1226 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1340 if (!skill) 1236 if (!skill)
1341 { 1237 {
1342 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1343 return 0; 1239 return 0;
1344 } 1240 }
1241
1345 change_skill (op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1346 } 1243 }
1244
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1246 return RESULT_INT (0);
1347 1247
1348 switch (spell_ob->subtype) 1248 switch (spell_ob->subtype)
1349 { 1249 {
1350 /* The order of case statements is same as the order they show up 1250 /* The order of case statements is same as the order they show up
1351 * in in spells.h. 1251 * in in spells.h.
1352 */ 1252 */
1353 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1354 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1355 break; 1255 break;
1356 1256
1357 case SP_RUNE: 1257 case SP_RUNE:
1390 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1391 break; 1291 break;
1392 1292
1393 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1394 success = summon_golem (op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1395 old_shoottype = range_golem;
1396 break; 1295 break;
1397 1296
1398 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1399 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1400 * moved. 1299 * moved.
1533 success = cast_consecrate (op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1534 break; 1433 break;
1535 1434
1536 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1537 success = animate_weapon (op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1538 old_shoottype = range_golem;
1539 break; 1437 break;
1540 1438
1541 case SP_LIGHT: 1439 case SP_LIGHT:
1542 success = cast_light (op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1543 break; 1441 break;
1556 1454
1557 case SP_AURA: 1455 case SP_AURA:
1558 success = create_aura (op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1559 break; 1457 break;
1560 1458
1561 case SP_TOWN_PORTAL:
1562 success = cast_create_town_portal (op, caster, spell_ob, dir);
1563 break;
1564
1565 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1566 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1567 break; 1461 break;
1568 1462
1569 default: 1463 default:
1570 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1571 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1572 } 1465 }
1573 1466
1574 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1575 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1576 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1577 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1578 1471
1579 /* free the spell arg */
1580 if (settings.casting_time == TRUE && stringarg)
1581 {
1582 free (stringarg);
1583 stringarg = NULL;
1584 }
1585 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1586 * to something like use_magic_item, but you really want to be able to fire
1587 * it again.
1588 */
1589 if (op->contr)
1590 op->contr->shoottype = (rangetype) old_shoottype;
1591
1592 return success; 1472 return success;
1593} 1473}
1594 1474
1595 1475
1596/* This is called from time.c/process_object(). That function 1476/* This is called from time.c/process_object(). That function
1688 break; 1568 break;
1689 1569
1690 case SP_MOVING_BALL: 1570 case SP_MOVING_BALL:
1691 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (QUERY_FLAG (victim, FLAG_ALIVE))
1692 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1693 else if (victim->material || victim->materialname) 1573 else if (victim->materialname)
1694 save_throw_object (victim, spell->attacktype, spell); 1574 save_throw_object (victim, spell->attacktype, spell);
1695 break; 1575 break;
1696 } 1576 }
1697} 1577}

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