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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
97 95
98 if (init_spells_done) 96 if (init_spells_done)
99 return; 97 return;
100 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
101 99
102 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
103 { 101 {
104 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
105 { 103 {
106 if (at->clone.skill) 104 if (at->skill)
107 { 105 {
108 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
110 break; 108 break;
111 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
112 { 110 {
113 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);
114 } 112 }
115 } 113 }
116 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
117 } 115 }
118 } 116 }
137void 135void
138dump_spells (void) 136dump_spells (void)
139{ 137{
140 archetype *at; 138 archetype *at;
141 139
142 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
143 { 141 {
144 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
145 { 143 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
147 &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);
148 } 146 }
149 } 147 }
150} 148}
151 149
152/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
188 * is being cast at. 186 * is being cast at.
189 * 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.
190 * This is because the new code compares casting_level against 188 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4 189 * min_caster_level, so the difference is effectively 4
192 */ 190 */
193
194int 191int
195caster_level (object *caster, object *spell) 192caster_level (object *caster, object *spell)
196{ 193{
197 int level = caster->level; 194 int level = caster->level;
198 195
213 210
214 level = MIN (level, sk_level + level / 10 + 1); 211 level = MIN (level, sk_level + level / 10 + 1);
215 } 212 }
216 213
217 /* Got valid caster level. Now adjust for attunement */ 214 /* Got valid caster level. Now adjust for attunement */
218 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;
219 217
220 /* 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
221 * errors in various places. 219 * errors in various places.
222 */ 220 */
223 if (level < 1)
224 level = 1;
225
226 return level; 221 return max (level, 1);
227} 222}
228 223
229/* The following function scales the spellpoint cost of 224/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 225 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 226 * lower level spells become incredibly vicious at high
478 * has the AT_MAGIC bit set, and there is a counterwall 473 * has the AT_MAGIC bit set, and there is a counterwall
479 * 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
480 * 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.
481 * 476 *
482 */ 477 */
483
484int 478int
485ok_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)
486{ 480{
487 object *tmp; 481 if (!xy_normalise (m, x, y))
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0; 482 return 0;
496 483
497 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))
498 return 0; 487 return 0;
499 488
500 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 489 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
501 { 490 {
502 /* If there is a counterspell on the space, and this 491 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could 492 * object is using magic, don't progress. I believe we could
504 * 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
505 * 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
506 * 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
507 * 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
508 * 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
509 * spell to actually hit the counterwall and be sucked up. 498 * spell to actually hit the counterwall and be sucked up.
510 */ 499 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) && 500 if ((tmp->attacktype & AT_COUNTERSPELL)
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 501 && !QUERY_FLAG (tmp, FLAG_MONSTER)
513 (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))
514 return 0; 514 return 0;
515 515
516 /* This is to prevent 'out of control' spells. Basically, this 516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately 517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe. 518 * needed for performance reasons, and just for playability I believe.
528 * playability reasons. 528 * playability reasons.
529 */ 529 */
530 if (tmp->arch == op->arch 530 if (tmp->arch == op->arch
531 && tmp->type == op->type 531 && tmp->type == op->type
532 && tmp->subtype == op->subtype 532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
533 && 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)))
534 { 535 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
536 tmp->range = MAX (tmp->range, op->range); 537 tmp->range = MAX (tmp->range, op->range);
537 tmp->duration = MAX (tmp->duration, op->duration); 538 tmp->duration = MAX (tmp->duration, op->duration);
538 return 0; 539 return 0;
540 541
541 /* 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
542 * ground to prevent it from moving along? 543 * ground to prevent it from moving along?
543 */ 544 */
544 } 545 }
546
545 /* If it passes the above tests, it must be OK */ 547 /* If it passes the above tests, it must be OK */
546 return 1; 548 return 1;
547} 549}
548 550
549/* fire_arch_from_position: fires an archetype. 551/* fire_arch_from_position: fires an archetype.
624 ****************************************************************************/ 626 ****************************************************************************/
625void 627void
626regenerate_rod (object *rod) 628regenerate_rod (object *rod)
627{ 629{
628 if (rod->stats.hp < rod->stats.maxhp) 630 if (rod->stats.hp < rod->stats.maxhp)
629 { 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
630 rod->stats.hp += 1 + rod->stats.maxhp / 10;
631
632 if (rod->stats.hp > rod->stats.maxhp)
633 rod->stats.hp = rod->stats.maxhp;
634 }
635} 632}
636
637 633
638void 634void
639drain_rod_charge (object *rod) 635drain_rod_charge (object *rod)
640{ 636{
641 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);
642} 638}
643
644
645
646 639
647/* this function is commonly used to find a friendly target for 640/* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour 641 * spells such as heal or protection or armour
649 * 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),
650 * 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
651 * NULL if no good object. 644 * NULL if no good object.
652 */ 645 */
653
654object * 646object *
655find_target_for_friendly_spell (object *op, int dir) 647find_target_for_friendly_spell (object *op, int dir)
656{ 648{
657 object *tmp; 649 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661 650
662 /* 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,
663 * we then make the owner of this object the target. 652 * we then make the owner of this object the target.
664 * The owner could very well be no where near op. 653 * The owner could very well be no where near op.
665 */ 654 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673 tmp = op; 662 tmp = op;
674 } 663 }
675 else 664 else
676 { 665 {
677 m = op->map; 666 maptile *m = op->map;
678 x = op->x + freearr_x[dir]; 667 sint16 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir]; 668 sint16 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else 669
670 tmp = xy_normalise (m, x, y)
686 tmp = m->at (x, y).player (); 671 ? m->at (x, y).player ()
672 : 0;
687 } 673 }
688 674
689 /* 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 */
690 if (!tmp) 676 if (!tmp)
691 tmp = op->ms ().player (); 677 tmp = op->ms ().player ();
741 return freedir[i]; 727 return freedir[i];
742 } 728 }
743 return -1; /* flag for "keep going the way you were" */ 729 return -1; /* flag for "keep going the way you were" */
744} 730}
745 731
746
747
748/* put_a_monster: puts a monster named monstername near by 732/* put_a_monster: puts a monster named monstername near by
749 * op. This creates the treasures for the monsters, and 733 * op. This creates the treasures for the monsters, and
750 * also deals with multipart monsters properly. 734 * also deals with multipart monsters properly.
751 */ 735 */
752
753void 736void
754put_a_monster (object *op, const char *monstername) 737put_a_monster (object *op, const char *monstername)
755{ 738{
756 object *tmp, *head = NULL, *prev = NULL; 739 object *tmp, *head = NULL, *prev = NULL;
757 archetype *at; 740 archetype *at;
764 747
765 /* find a free square nearby 748 /* find a free square nearby
766 * first we check the closest square for free squares 749 * first we check the closest square for free squares
767 */ 750 */
768 751
769 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);
770 if (dir != -1) 753 if (dir != -1)
771 { 754 {
772 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
773 * insert multipart monsters properly 756 * insert multipart monsters properly
774 */ 757 */
758 //TODO: use expand_tail + ...
775 while (at != NULL) 759 while (at != NULL)
776 { 760 {
777 tmp = arch_to_object (at); 761 tmp = arch_to_object (at);
778 tmp->x = op->x + freearr_x[dir] + at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
779 tmp->y = op->y + freearr_y[dir] + at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
780 tmp->map = op->map; 764 tmp->map = op->map;
781 if (head) 765 if (head)
782 { 766 {
783 tmp->head = head; 767 tmp->head = head;
784 prev->more = tmp; 768 prev->more = tmp;
785 } 769 }
770
786 if (!head) 771 if (!head)
787 head = tmp; 772 head = tmp;
773
788 prev = tmp; 774 prev = tmp;
775
789 at = at->more; 776 at = (archetype *)at->more;
790 } 777 }
791 778
792 if (head->randomitems) 779 if (head->randomitems)
793 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794 781
830{ 817{
831 int attacktype; 818 int attacktype;
832 int face; 819 int face;
833} ATTACKS[22] = 820} ATTACKS[22] =
834{ 821{
835 {
836 AT_PHYSICAL, 0}, 822 { AT_PHYSICAL, 0},
837 {
838 AT_PHYSICAL, 0}, /*face = explosion */ 823 { AT_PHYSICAL, 0}, /*face = explosion */
839 {
840 AT_PHYSICAL, 0}, 824 { AT_PHYSICAL, 0},
841 {
842 AT_MAGIC, 1}, 825 { AT_MAGIC, 1},
843 {
844 AT_MAGIC, 1}, /* face = last-burnout */ 826 { AT_MAGIC, 1}, /* face = last-burnout */
845 {
846 AT_MAGIC, 1}, 827 { AT_MAGIC, 1},
847 {
848 AT_FIRE, 2}, 828 { AT_FIRE, 2},
849 {
850 AT_FIRE, 2}, /* face = fire.... */ 829 { AT_FIRE, 2}, /* face = fire.... */
851 {
852 AT_FIRE, 2}, 830 { AT_FIRE, 2},
853 {
854 AT_ELECTRICITY, 3}, 831 { AT_ELECTRICITY, 3},
855 {
856 AT_ELECTRICITY, 3}, /* ball_lightning */ 832 { AT_ELECTRICITY, 3}, /* ball_lightning */
857 {
858 AT_ELECTRICITY, 3}, 833 { AT_ELECTRICITY, 3},
859 {
860 AT_COLD, 4}, 834 { AT_COLD, 4},
861 {
862 AT_COLD, 4}, /* face=icestorm */ 835 { AT_COLD, 4}, /* face=icestorm */
863 {
864 AT_COLD, 4}, 836 { AT_COLD, 4},
865 {
866 AT_CONFUSION, 5}, 837 { AT_CONFUSION, 5},
867 {
868 AT_POISON, 7}, 838 { AT_POISON, 7},
869 {
870 AT_POISON, 7}, /* face = acid sphere. generator */ 839 { AT_POISON, 7}, /* face = acid sphere. generator */
871 {
872 AT_POISON, 7}, /* poisoncloud face */ 840 { AT_POISON, 7}, /* poisoncloud face */
873 {
874 AT_SLOW, 8}, 841 { AT_SLOW, 8},
875 {
876 AT_PARALYZE, 9}, 842 { AT_PARALYZE, 9},
877 {
878AT_FEAR, 10}}; 843 { AT_FEAR, 10},
879 844};
880
881 845
882/* shuffle_attack: peterm 846/* shuffle_attack: peterm
883 * This routine shuffles the attack of op to one of the 847 * This routine shuffles the attack of op to one of the
884 * ones in the list. It does this at random. It also 848 * ones in the list. It does this at random. It also
885 * chooses a face appropriate to the attack that is 849 * chooses a face appropriate to the attack that is
1023 987
1024int 988int
1025cast_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)
1026{ 990{
1027 int success; 991 int success;
1028 player *pl;
1029 object *spell; 992 object *spell;
1030 993
1031 if (!spell_ob->other_arch) 994 if (!spell_ob->other_arch)
1032 { 995 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n"); 996 LOG (llevError, "cast_party_spell: empty other arch\n");
1077 * 1040 *
1078 * 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),
1079 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1080 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1081 */ 1044 */
1082
1083int 1045int
1084cast_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)
1085{ 1047{
1086 const char *godname; 1048 const char *godname;
1087 int success = 0, mflags, cast_level = 0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1088 object *skill = NULL; 1050 object *skill = NULL;
1089
1090 old_shoottype = op->contr ? op->contr->shoottype : 0;
1091 1051
1092 if (!spell_ob) 1052 if (!spell_ob)
1093 { 1053 {
1094 LOG (llevError, "cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1095 return 0; 1055 return 0;
1124 * at least process that code. 1084 * at least process that code.
1125 */ 1085 */
1126 if (op->type == PLAYER && op == caster) 1086 if (op->type == PLAYER && op == caster)
1127 { 1087 {
1128 cast_level = caster_level (caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1129 if (spell_ob->skill) 1090 if (spell_ob->skill)
1130 { 1091 {
1131 skill = find_skill_by_name (op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1132 if (!skill) 1094 if (!skill)
1133 { 1095 {
1134 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);
1135 return 0; 1097 return 0;
1136 } 1098 }
1099
1137 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))
1138 { 1101 {
1139 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.");
1140 return 0; 1103 return 0;
1141 } 1104 }
1142 } 1105 }
1106
1143 /* 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
1144 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1145 */ 1109 */
1146 if (!QUERY_FLAG (op, FLAG_WIZ)) 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1147 { 1111 {
1171 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1172 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) <
1173 (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]))
1174 { 1138 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1177 if (settings.casting_time == TRUE) 1141
1178 {
1179 op->casting_time = -1;
1180 }
1181 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);
1182 return 0; 1143 return 0;
1183 } 1144 }
1184 else if (spell_ob->stats.sp) 1145 else if (spell_ob->stats.sp)
1185 { 1146 {
1188 if (failure < 0) 1149 if (failure < 0)
1189 { 1150 {
1190 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.");
1191 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1192 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);
1193 op->contr->shoottype = (rangetype) old_shoottype; 1154
1194 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);
1195 return 0; 1156 return 0;
1196 } 1157 }
1197 } 1158 }
1198 } 1159 }
1221 { 1182 {
1222 if (op->type != PLAYER) 1183 if (op->type != PLAYER)
1223 return 0; 1184 return 0;
1224 1185
1225 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226 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);
1227 else 1188 else if (object *item = op->contr->ranged_ob)
1228 switch (op->contr->shoottype)
1229 { 1189 {
1230 case range_magic: 1190 if (item->type == SPELL)
1231 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1232 break; 1192 else if (item->type == SCROLL)
1233 case range_misc:
1234 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235 break;
1236 case range_golem:
1237 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.");
1238 break;
1239 default:
1240 break;
1241 }
1242 return 0;
1243 }
1244
1245 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246 {
1247 if (op->casting_time == -1)
1248 { /* begin the casting */
1249 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250 op->spell = spell_ob;
1251 /* put the stringarg into the object struct so that when the
1252 * spell is actually cast, it knows about the stringarg.
1253 * necessary for the invoke command spells.
1254 */
1255 if (stringarg)
1256 {
1257 op->spellarg = strdup (stringarg);
1258 }
1259 else 1194 else
1260 op->spellarg = NULL; 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1261 return 0;
1262 }
1263 else if (op->casting_time != 0)
1264 {
1265 if (op->type == PLAYER)
1266 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267 return 0;
1268 } 1196 }
1269 else 1197 else
1270 { /* casting_time == 0 */ 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1271 op->casting_time = -1; 1199
1272 spell_ob = op->spell; 1200 return 0;
1273 stringarg = op->spellarg;
1274 }
1275 }
1276 else
1277 { 1201 }
1202
1278 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1279 * 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
1280 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1281 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1282 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1283 * the player any time. 1208 * the player any time.
1284 * 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
1285 */ 1216 */
1286 if (caster == op && caster->type != FIREWALL)
1287 {
1288 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 /* Other portions of the code may also decrement the speed of the player, so
1290 * put a lower limit so that the player isn't stuck here too long
1291 */
1292 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))
1293 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);
1294 } 1219 }
1295 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)
1296 {
1297 op->speed_left -= 2 * FABS (op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1298 }
1299 }
1300 1222
1301 if (op->type == PLAYER && op == caster) 1223 if (op->type == PLAYER && op == caster)
1302 { 1224 {
1303 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);
1304 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);
1314 if (!skill) 1236 if (!skill)
1315 { 1237 {
1316 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));
1317 return 0; 1239 return 0;
1318 } 1240 }
1241
1319 change_skill (op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1320 } 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);
1321 1247
1322 switch (spell_ob->subtype) 1248 switch (spell_ob->subtype)
1323 { 1249 {
1324 /* 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
1325 * in in spells.h. 1251 * in in spells.h.
1326 */ 1252 */
1327 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1328 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1329 break; 1255 break;
1330 1256
1331 case SP_RUNE: 1257 case SP_RUNE:
1364 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);
1365 break; 1291 break;
1366 1292
1367 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1368 success = summon_golem (op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1369 old_shoottype = range_golem;
1370 break; 1295 break;
1371 1296
1372 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1373 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1374 * moved. 1299 * moved.
1507 success = cast_consecrate (op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1508 break; 1433 break;
1509 1434
1510 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1511 success = animate_weapon (op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1512 old_shoottype = range_golem;
1513 break; 1437 break;
1514 1438
1515 case SP_LIGHT: 1439 case SP_LIGHT:
1516 success = cast_light (op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1517 break; 1441 break;
1530 1454
1531 case SP_AURA: 1455 case SP_AURA:
1532 success = create_aura (op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1533 break; 1457 break;
1534 1458
1535 case SP_TOWN_PORTAL:
1536 success = cast_create_town_portal (op, caster, spell_ob, dir);
1537 break;
1538
1539 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1540 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1541 break; 1461 break;
1542 1462
1543 default: 1463 default:
1544 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545 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);
1546 } 1465 }
1547 1466
1548 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1549 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1550 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1551 //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);
1552 1471
1553 /* free the spell arg */
1554 if (settings.casting_time == TRUE && stringarg)
1555 {
1556 free (stringarg);
1557 stringarg = NULL;
1558 }
1559 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1560 * to something like use_magic_item, but you really want to be able to fire
1561 * it again.
1562 */
1563 if (op->contr)
1564 op->contr->shoottype = (rangetype) old_shoottype;
1565
1566 return success; 1472 return success;
1567} 1473}
1568 1474
1569 1475
1570/* This is called from time.c/process_object(). That function 1476/* This is called from time.c/process_object(). That function
1662 break; 1568 break;
1663 1569
1664 case SP_MOVING_BALL: 1570 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (QUERY_FLAG (victim, FLAG_ALIVE))
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname) 1573 else if (victim->materialname)
1668 save_throw_object (victim, spell->attacktype, spell); 1574 save_throw_object (victim, spell->attacktype, spell);
1669 break; 1575 break;
1670 } 1576 }
1671} 1577}

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