ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 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>
96 95
97 if (init_spells_done) 96 if (init_spells_done)
98 return; 97 return;
99 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
100 99
101 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
102 { 101 {
103 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
104 { 103 {
105 if (at->clone.skill) 104 if (at->skill)
106 { 105 {
107 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
109 break; 108 break;
110 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
111 { 110 {
112 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);
113 } 112 }
114 } 113 }
115 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
116 } 115 }
117 } 116 }
136void 135void
137dump_spells (void) 136dump_spells (void)
138{ 137{
139 archetype *at; 138 archetype *at;
140 139
141 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
142 { 141 {
143 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
144 { 143 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
146 &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);
147 } 146 }
148 } 147 }
149} 148}
150 149
151/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
160 159
161/* 160/*
162 * This function takes a caster and spell and presents the 161 * This function takes a caster and spell and presents the
163 * effective level the caster needs to be to cast the spell. 162 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled 163 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod 164 * spellpaths. Was called path_level_mod.
166 * 165 *
167 * caster is person casting hte spell. 166 * caster is person casting the spell.
168 * spell is the spell object. 167 * spell is the spell object.
169 * Returns modified level. 168 * Returns modified level.
170 */ 169 */
171int 170int
172min_casting_level (object *caster, object *spell) 171min_casting_level (object *caster, object *spell)
175 174
176 if (caster->path_denied & spell->path_attuned) 175 if (caster->path_denied & spell->path_attuned)
177 return 1; 176 return 1;
178 177
179 new_level = spell->level 178 new_level = spell->level
180 + ((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);
181 181
182 return (new_level < 1) ? 1 : new_level; 182 return max (1, new_level);
183} 183}
184
185 184
186/* This function returns the effective level the spell 185/* This function returns the effective level the spell
187 * is being cast at. 186 * is being cast at.
188 * 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.
189 * This is because the new code compares casting_level against 188 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4 189 * min_caster_level, so the difference is effectively 4
191 */ 190 */
192
193int 191int
194caster_level (object *caster, object *spell) 192caster_level (object *caster, object *spell)
195{ 193{
196 int level = caster->level; 194 int level = caster->level;
197 195
212 210
213 level = MIN (level, sk_level + level / 10 + 1); 211 level = MIN (level, sk_level + level / 10 + 1);
214 } 212 }
215 213
216 /* Got valid caster level. Now adjust for attunement */ 214 /* 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); 215 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
218 217
219 /* 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
220 * errors in various places. 219 * errors in various places.
221 */ 220 */
222 if (level < 1)
223 level = 1;
224
225 return level; 221 return max (level, 1);
226} 222}
227 223
228/* The following function scales the spellpoint cost of 224/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 225 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 226 * lower level spells become incredibly vicious at high
477 * has the AT_MAGIC bit set, and there is a counterwall 473 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 476 *
481 */ 477 */
482
483int 478int
484ok_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)
485{ 480{
486 object *tmp; 481 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; 482 return 0;
495 483
496 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))
497 return 0; 487 return 0;
498 488
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 489 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 490 {
501 /* If there is a counterspell on the space, and this 491 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 492 * 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 493 * 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 494 * 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 495 * 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 496 * 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 497 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up. 498 * spell to actually hit the counterwall and be sucked up.
509 */ 499 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 500 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 501 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (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))
513 return 0; 514 return 0;
514 515
515 /* This is to prevent 'out of control' spells. Basically, this 516 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 517 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 518 * needed for performance reasons, and just for playability I believe.
527 * playability reasons. 528 * playability reasons.
528 */ 529 */
529 if (tmp->arch == op->arch 530 if (tmp->arch == op->arch
530 && tmp->type == op->type 531 && tmp->type == op->type
531 && tmp->subtype == op->subtype 532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
532 && 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)))
533 { 535 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 537 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 538 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 539 return 0;
539 541
540 /* 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
541 * ground to prevent it from moving along? 543 * ground to prevent it from moving along?
542 */ 544 */
543 } 545 }
546
544 /* If it passes the above tests, it must be OK */ 547 /* If it passes the above tests, it must be OK */
545 return 1; 548 return 1;
546} 549}
547 550
548/* fire_arch_from_position: fires an archetype. 551/* fire_arch_from_position: fires an archetype.
623 ****************************************************************************/ 626 ****************************************************************************/
624void 627void
625regenerate_rod (object *rod) 628regenerate_rod (object *rod)
626{ 629{
627 if (rod->stats.hp < rod->stats.maxhp) 630 if (rod->stats.hp < rod->stats.maxhp)
628 { 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634} 632}
635
636 633
637void 634void
638drain_rod_charge (object *rod) 635drain_rod_charge (object *rod)
639{ 636{
640 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);
641} 638}
642
643
644
645 639
646/* this function is commonly used to find a friendly target for 640/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 641 * spells such as heal or protection or armour
648 * 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),
649 * 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
650 * NULL if no good object. 644 * NULL if no good object.
651 */ 645 */
652
653object * 646object *
654find_target_for_friendly_spell (object *op, int dir) 647find_target_for_friendly_spell (object *op, int dir)
655{ 648{
656 object *tmp; 649 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 650
661 /* 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,
662 * we then make the owner of this object the target. 652 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 653 * The owner could very well be no where near op.
664 */ 654 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 662 tmp = op;
673 } 663 }
674 else 664 else
675 { 665 {
676 m = op->map; 666 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 667 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 668 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 669
670 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 671 ? m->at (x, y).player ()
672 : 0;
686 } 673 }
687 674
688 /* 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 */
689 if (!tmp) 676 if (!tmp)
690 tmp = op->ms ().player (); 677 tmp = op->ms ().player ();
740 return freedir[i]; 727 return freedir[i];
741 } 728 }
742 return -1; /* flag for "keep going the way you were" */ 729 return -1; /* flag for "keep going the way you were" */
743} 730}
744 731
745
746
747/* put_a_monster: puts a monster named monstername near by 732/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 733 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 734 * also deals with multipart monsters properly.
750 */ 735 */
751
752void 736void
753put_a_monster (object *op, const char *monstername) 737put_a_monster (object *op, const char *monstername)
754{ 738{
755 object *tmp, *head = NULL, *prev = NULL; 739 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 740 archetype *at;
763 747
764 /* find a free square nearby 748 /* find a free square nearby
765 * first we check the closest square for free squares 749 * first we check the closest square for free squares
766 */ 750 */
767 751
768 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);
769 if (dir != -1) 753 if (dir != -1)
770 { 754 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly 756 * insert multipart monsters properly
773 */ 757 */
758 //TODO: use expand_tail + ...
774 while (at != NULL) 759 while (at != NULL)
775 { 760 {
776 tmp = arch_to_object (at); 761 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
779 tmp->map = op->map; 764 tmp->map = op->map;
780 if (head) 765 if (head)
781 { 766 {
782 tmp->head = head; 767 tmp->head = head;
783 prev->more = tmp; 768 prev->more = tmp;
784 } 769 }
770
785 if (!head) 771 if (!head)
786 head = tmp; 772 head = tmp;
773
787 prev = tmp; 774 prev = tmp;
775
788 at = at->more; 776 at = (archetype *)at->more;
789 } 777 }
790 778
791 if (head->randomitems) 779 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 781
829{ 817{
830 int attacktype; 818 int attacktype;
831 int face; 819 int face;
832} ATTACKS[22] = 820} ATTACKS[22] =
833{ 821{
834 {
835 AT_PHYSICAL, 0}, 822 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 823 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 824 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 825 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 826 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 827 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 828 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 829 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 830 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 831 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 832 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 833 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 834 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 835 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 836 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 837 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 838 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 839 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 840 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 841 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 842 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 843 { AT_FEAR, 10},
878 844};
879
880 845
881/* shuffle_attack: peterm 846/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 847 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 848 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 849 * chooses a face appropriate to the attack that is
1022 987
1023int 988int
1024cast_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)
1025{ 990{
1026 int success; 991 int success;
1027 player *pl;
1028 object *spell; 992 object *spell;
1029 993
1030 if (!spell_ob->other_arch) 994 if (!spell_ob->other_arch)
1031 { 995 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 996 LOG (llevError, "cast_party_spell: empty other arch\n");
1076 * 1040 *
1077 * 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),
1078 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1080 */ 1044 */
1081
1082int 1045int
1083cast_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)
1084{ 1047{
1085 const char *godname; 1048 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1087 object *skill = NULL; 1050 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 1051
1091 if (!spell_ob) 1052 if (!spell_ob)
1092 { 1053 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 1055 return 0;
1123 * at least process that code. 1084 * at least process that code.
1124 */ 1085 */
1125 if (op->type == PLAYER && op == caster) 1086 if (op->type == PLAYER && op == caster)
1126 { 1087 {
1127 cast_level = caster_level (caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1128 if (spell_ob->skill) 1090 if (spell_ob->skill)
1129 { 1091 {
1130 skill = find_skill_by_name (op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1131 if (!skill) 1094 if (!skill)
1132 { 1095 {
1133 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);
1134 return 0; 1097 return 0;
1135 } 1098 }
1099
1136 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))
1137 { 1101 {
1138 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.");
1139 return 0; 1103 return 0;
1140 } 1104 }
1141 } 1105 }
1106
1142 /* 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
1143 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1144 */ 1109 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ)) 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1146 { 1111 {
1148 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)
1149 { 1114 {
1150 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.");
1151 return 0; 1116 return 0;
1152 } 1117 }
1118
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 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)
1155 { 1121 {
1156 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 -
1157 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)
1169 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1170 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) <
1171 (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]))
1172 { 1138 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1175 if (settings.casting_time == TRUE) 1141
1176 {
1177 op->casting_time = -1;
1178 }
1179 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);
1180 return 0; 1143 return 0;
1181 } 1144 }
1182 else if (spell_ob->stats.sp) 1145 else if (spell_ob->stats.sp)
1183 { 1146 {
1186 if (failure < 0) 1149 if (failure < 0)
1187 { 1150 {
1188 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.");
1189 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1190 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);
1191 op->contr->shoottype = (rangetype) old_shoottype; 1154
1192 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);
1193 return 0; 1156 return 0;
1194 } 1157 }
1195 } 1158 }
1196 } 1159 }
1219 { 1182 {
1220 if (op->type != PLAYER) 1183 if (op->type != PLAYER)
1221 return 0; 1184 return 0;
1222 1185
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 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);
1225 else 1188 else if (object *item = op->contr->ranged_ob)
1226 switch (op->contr->shoottype)
1227 { 1189 {
1228 case range_magic: 1190 if (item->type == SPELL)
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1230 break; 1192 else if (item->type == SCROLL)
1231 case range_misc:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 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.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0;
1241 }
1242
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 {
1245 if (op->casting_time == -1)
1246 { /* begin the casting */
1247 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248 op->spell = spell_ob;
1249 /* put the stringarg into the object struct so that when the
1250 * spell is actually cast, it knows about the stringarg.
1251 * necessary for the invoke command spells.
1252 */
1253 if (stringarg)
1254 {
1255 op->spellarg = strdup (stringarg);
1256 }
1257 else 1194 else
1258 op->spellarg = NULL; 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1259 return 0;
1260 }
1261 else if (op->casting_time != 0)
1262 {
1263 if (op->type == PLAYER)
1264 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265 return 0;
1266 } 1196 }
1267 else 1197 else
1268 { /* casting_time == 0 */ 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1269 op->casting_time = -1; 1199
1270 spell_ob = op->spell; 1200 return 0;
1271 stringarg = op->spellarg;
1272 }
1273 }
1274 else
1275 { 1201 }
1202
1276 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1277 * 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
1278 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1279 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1280 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1281 * the player any time. 1208 * the player any time.
1282 * 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
1283 */ 1216 */
1284 if (caster == op && caster->type != FIREWALL)
1285 {
1286 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 /* Other portions of the code may also decrement the speed of the player, so
1288 * put a lower limit so that the player isn't stuck here too long
1289 */
1290 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))
1291 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);
1292 } 1219 }
1293 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)
1294 {
1295 op->speed_left -= 2 * FABS (op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1296 }
1297 }
1298 1222
1299 if (op->type == PLAYER && op == caster) 1223 if (op->type == PLAYER && op == caster)
1300 { 1224 {
1301 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);
1302 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);
1312 if (!skill) 1236 if (!skill)
1313 { 1237 {
1314 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));
1315 return 0; 1239 return 0;
1316 } 1240 }
1241
1317 change_skill (op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1318 } 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);
1319 1247
1320 switch (spell_ob->subtype) 1248 switch (spell_ob->subtype)
1321 { 1249 {
1322 /* 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
1323 * in in spells.h. 1251 * in in spells.h.
1324 */ 1252 */
1325 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1326 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327 break; 1255 break;
1328 1256
1329 case SP_RUNE: 1257 case SP_RUNE:
1362 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);
1363 break; 1291 break;
1364 1292
1365 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break; 1295 break;
1369 1296
1370 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1372 * moved. 1299 * moved.
1505 success = cast_consecrate (op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1506 break; 1433 break;
1507 1434
1508 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break; 1437 break;
1512 1438
1513 case SP_LIGHT: 1439 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1515 break; 1441 break;
1528 1454
1529 case SP_AURA: 1455 case SP_AURA:
1530 success = create_aura (op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1531 break; 1457 break;
1532 1458
1533 case SP_TOWN_PORTAL:
1534 success = cast_create_town_portal (op, caster, spell_ob, dir);
1535 break;
1536
1537 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1538 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539 break; 1461 break;
1540 1462
1541 default: 1463 default:
1542 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543 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);
1544 } 1465 }
1545 1466
1546 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1547 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1548 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1549 //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);
1550 1471
1551 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg)
1553 {
1554 free (stringarg);
1555 stringarg = NULL;
1556 }
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1558 * to something like use_magic_item, but you really want to be able to fire
1559 * it again.
1560 */
1561 if (op->contr)
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563
1564 return success; 1472 return success;
1565} 1473}
1566 1474
1567 1475
1568/* This is called from time.c/process_object(). That function 1476/* This is called from time.c/process_object(). That function
1660 break; 1568 break;
1661 1569
1662 case SP_MOVING_BALL: 1570 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname) 1573 else if (victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell); 1574 save_throw_object (victim, spell->attacktype, spell);
1667 break; 1575 break;
1668 } 1576 }
1669} 1577}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines