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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.7 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.8 by root, Tue Aug 29 08:01:38 2006 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.7 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: spell_util.C,v 1.8 2006/08/29 08:01:38 root Exp $";
4 */ 4 */
5 5
6 6
7/* 7/*
8 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
47{ 47{
48 int k=0,s; 48 int k=0,s;
49 object *tmp; 49 object *tmp;
50 50
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 51 for (tmp=ob->inv; tmp; tmp=tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
53 53
54 /* No spells, no need to progess further */ 54 /* No spells, no need to progess further */
55 if (!k) return NULL; 55 if (!k) return NULL;
56 56
57 s = RANDOM() % k; 57 s = RANDOM() % k;
58 58
59 for (tmp=ob->inv; tmp; tmp=tmp->below) 59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { 60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp; 61 if (!s) return tmp;
62 else s--; 62 else s--;
63 } 63 }
64 /* Should never get here, but just in case */ 64 /* Should never get here, but just in case */
65 return NULL; 65 return NULL;
66} 66}
67 67
68/* Relatively simple function that gets used a lot. 68/* Relatively simple function that gets used a lot.
75 */ 75 */
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 76void set_spell_skill(object *op, object *caster, object *spob, object *dest)
77{ 77{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); 78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 79 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 80 dest->skill = add_refcount(spob->skill);
81 else if (caster->skill) 81 else if (caster->skill)
82 dest->skill = add_refcount(caster->skill); 82 dest->skill = add_refcount(caster->skill);
83} 83}
84 84
85/* init_spells: This should really be called check_spells, as that 85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any 86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing 87 * obvious errors. This was most useful in debugging when re-doing
93 static int init_spells_done = 0; 93 static int init_spells_done = 0;
94 int i; 94 int i;
95 archetype *at; 95 archetype *at;
96 96
97 if (init_spells_done) 97 if (init_spells_done)
98 return; 98 return;
99 LOG(llevDebug, "Checking spells...\n"); 99 LOG(llevDebug, "Checking spells...\n");
100 100
101 for (at=first_archetype; at; at=at->next) { 101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) { 102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) { 103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++) 104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break; 105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) { 106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 } 108 }
109 } 109 }
110 /* other_arch is already checked for in the loader */ 110 /* other_arch is already checked for in the loader */
111 } 111 }
112 } 112 }
113 113
114 i=0; 114 i=0;
115 while (spell_mapping[i]) { 115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) { 116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); 117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 } 118 }
119 i++; 119 i++;
120 } 120 }
121 LOG(llevDebug, "Checking spells completed.\n"); 121 LOG(llevDebug, "Checking spells completed.\n");
122#endif 122#endif
123} 123}
124 124
129void dump_spells(void) 129void dump_spells(void)
130{ 130{
131 archetype *at; 131 archetype *at;
132 132
133 for (at=first_archetype; at; at=at->next) { 133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) { 134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", 135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null", 136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level); 137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 } 138 }
139 } 139 }
140} 140}
141 141
142/* pretty basic function - basically just takes 142/* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map 143 * an object, sets the x,y, and calls insert_ob_in_map
144 */ 144 */
145 145
146void spell_effect (object *spob, int x, int y, mapstruct *map, 146void spell_effect (object *spob, int x, int y, mapstruct *map,
147 object *originator) 147 object *originator)
148{ 148{
149 149
150 if (spob->other_arch != NULL) { 150 if (spob->other_arch != NULL) {
151 object *effect = arch_to_object(spob->other_arch); 151 object *effect = arch_to_object(spob->other_arch);
152 152
153 effect->x = x; 153 effect->x = x;
154 effect->y = y; 154 effect->y = y;
155 155
156 insert_ob_in_map(effect, map, originator,0); 156 insert_ob_in_map(effect, map, originator,0);
157 } 157 }
158} 158}
159 159
160/* 160/*
161 * This function takes a caster and spell and presents the 161 * This function takes a caster and spell and presents the
170int min_casting_level(object *caster, object *spell) 170int min_casting_level(object *caster, object *spell)
171{ 171{
172 int new_level; 172 int new_level;
173 173
174 if (caster->path_denied & spell->path_attuned) { 174 if (caster->path_denied & spell->path_attuned) {
175 /* This case is not a bug, just the fact that this function is 175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV 176 * usually called BEFORE checking for path_deny. -AV
177 */ 177 */
178#if 0 178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " 179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name); 180 "spell\n", caster->arch->name, caster->name);
181#endif 181#endif
182 return 1; 182 return 1;
183 } 183 }
184 new_level = spell->level 184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level; 187 return (new_level < 1) ? 1 : new_level;
199{ 199{
200 int level = caster->level; 200 int level = caster->level;
201 201
202 /* If this is a player, try to find the matching skill */ 202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) { 203 if (caster->type == PLAYER && spell->skill) {
204 int i; 204 int i;
205 205
206 for (i=0; i < NUM_SKILLS; i++) 206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] && 207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) { 208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level; 209 level = caster->contr->last_skill_ob[i]->level;
210 break; 210 break;
211 } 211 }
212 } 212 }
213 213
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 216 {
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
246{ 246{
247 int sp, grace, level = caster_level(caster, spell); 247 int sp, grace, level = caster_level(caster, spell);
248 248
249 if (settings.spellpoint_level_depend == TRUE) { 249 if (settings.spellpoint_level_depend == TRUE) {
250 if (spell->stats.sp && spell->stats.maxsp) { 250 if (spell->stats.sp && spell->stats.maxsp) {
251 sp= (int) (spell->stats.sp * 251 sp= (int) (spell->stats.sp *
252 (1.0 + MAX(0, 252 (1.0 + MAX(0,
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 253 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254 } 254 }
255 else sp = spell->stats.sp; 255 else sp = spell->stats.sp;
256 256
257 sp *= (int) PATH_SP_MULT(caster,spell); 257 sp *= (int) PATH_SP_MULT(caster,spell);
258 if (!sp && spell->stats.sp) sp=1; 258 if (!sp && spell->stats.sp) sp=1;
259 259
260 if (spell->stats.grace && spell->stats.maxgrace) { 260 if (spell->stats.grace && spell->stats.maxgrace) {
261 grace= (int) (spell->stats.grace * 261 grace= (int) (spell->stats.grace *
262 (1.0 + MAX(0, 262 (1.0 + MAX(0,
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 263 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264 } 264 }
265 else grace = spell->stats.grace; 265 else grace = spell->stats.grace;
266 266
267 grace *= (int) PATH_SP_MULT(caster,spell); 267 grace *= (int) PATH_SP_MULT(caster,spell);
268 if (spell->stats.grace && !grace) grace=1; 268 if (spell->stats.grace && !grace) grace=1;
269 } else { 269 } else {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell));
271 if (spell->stats.sp && !sp) sp=1; 271 if (spell->stats.sp && !sp) sp=1;
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell));
273 if (spell->stats.grace && !grace) grace=1; 273 if (spell->stats.grace && !grace) grace=1;
274 } 274 }
275 if (flags == SPELL_HIGHEST) 275 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 276 return MAX(sp, grace);
277 else if (flags == SPELL_GRACE) 277 else if (flags == SPELL_GRACE)
278 return grace; 278 return grace;
279 else if (flags == SPELL_MANA) 279 else if (flags == SPELL_MANA)
280 return sp; 280 return sp;
281 else { 281 else {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 283 return 0;
284 } 284 }
285} 285}
286 286
287 287
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 288/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 int level = caster_level (caster, spob); 293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 294 int adj = level - min_casting_level(caster, spob);
295 295
296 if(adj < 0) adj=0; 296 if(adj < 0) adj=0;
297 if (spob->dam_modifier) 297 if (spob->dam_modifier)
298 adj/=spob->dam_modifier; 298 adj/=spob->dam_modifier;
299 else adj=0; 299 else adj=0;
300 return adj; 300 return adj;
301} 301}
302 302
303/* Adjust the strength of the spell based on level. 303/* Adjust the strength of the spell based on level.
309 int level = caster_level (caster, spob); 309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 310 int adj = level - min_casting_level(caster, spob);
311 311
312 if(adj < 0) adj=0; 312 if(adj < 0) adj=0;
313 if(spob->duration_modifier) 313 if(spob->duration_modifier)
314 adj/=spob->duration_modifier; 314 adj/=spob->duration_modifier;
315 else adj=0; 315 else adj=0;
316 316
317 return adj; 317 return adj;
318} 318}
319 319
326 int level = caster_level (caster, spob); 326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 327 int adj = level - min_casting_level(caster, spob);
328 328
329 if(adj < 0) adj=0; 329 if(adj < 0) adj=0;
330 if(spob->range_modifier) 330 if(spob->range_modifier)
331 adj/=spob->range_modifier; 331 adj/=spob->range_modifier;
332 else adj=0; 332 else adj=0;
333 333
334 return adj; 334 return adj;
335} 335}
336 336
341object *check_spell_known (object *op, const char *name) 341object *check_spell_known (object *op, const char *name)
342{ 342{
343 object *spop; 343 object *spop;
344 344
345 for (spop=op->inv; spop; spop=spop->below) 345 for (spop=op->inv; spop; spop=spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
347 347
348 return NULL; 348 return NULL;
349} 349}
350 350
351 351
367 /* Try to find the spell. We store the results in spob1 367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of 368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name. 369 * the past spname, spob2 uses the length of the spell name.
370 */ 370 */
371 for (spob = op->inv; spob; spob=spob->below) { 371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) { 372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) { 373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++; 374 nummatch++;
375 spob1 = spob; 375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching 377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would 378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to 379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion. 380 * make sure spell names don't overlap in that fashion.
381 */ 381 */
382 if (spob2) 382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", 383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name); 384 spob2->name, spob->name);
385 spob2 = spob; 385 spob2 = spob;
386 } 386 }
387 } 387 }
388 } 388 }
389 /* if we have best match, return it. Otherwise, if we have one match 389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null 390 * on the loser match, return that, otehrwise null
391 */ 391 */
392 if (spob2) return spob2; 392 if (spob2) return spob2;
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 404int reflwall(mapstruct *m,int x,int y, object *sp_op) {
405 object *op; 405 object *op;
406 406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 407 if(OUT_OF_REAL_MAP(m,x,y)) return 0;
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) 408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || 409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) 410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1; 411 return 1;
412 412
413 return 0; 413 return 0;
414} 414}
415 415
416/* cast_create_object: creates object new_op in direction dir 416/* cast_create_object: creates object new_op in direction dir
426 sint16 sx, sy; 426 sint16 sx, sy;
427 427
428 if(dir && 428 if(dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
433 dir = 0; 433 dir = 0;
434 } 434 }
435 new_op->x=op->x+freearr_x[dir]; 435 new_op->x=op->x+freearr_x[dir];
436 new_op->y=op->y+freearr_y[dir]; 436 new_op->y=op->y+freearr_y[dir];
437 if (dir == 0) 437 if (dir == 0)
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
439 else 439 else
440 insert_ob_in_map(new_op,op->map,op,0); 440 insert_ob_in_map(new_op,op->map,op,0);
441 return dir; 441 return dir;
442} 442}
443 443
444/* Returns true if it is ok to put spell *op on the space/may provided. 444/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 445 * immune_stop is basically the attacktype of the spell (why
461 if (mflags & P_OUT_OF_MAP) return 0; 461 if (mflags & P_OUT_OF_MAP) return 0;
462 462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464 464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this 466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could 467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code 468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more 469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing 470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being 471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the 472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up. 473 * spell to actually hit the counterwall and be sucked up.
474 */ 474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) && 475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) && 477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) && 478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0; 479 (immune_stop & AT_MAGIC)) return 0;
480 480
481 /* This is to prevent 'out of control' spells. Basically, this 481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately 482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe. 483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so 484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head. 485 * we don't need to worry about the head.
486 */ 486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype)) 488 (tmp->subtype == op->subtype))
489 return 0; 489 return 0;
490 490
491 /* 491 /*
492 * Combine similar spell effects into one spell effect. Needed for 492 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 493 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 494 * playability reasons.
504 tmp->range = MAX (tmp->range, op->range); 504 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 505 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 506 return 0;
507 } 507 }
508 508
509 /* Perhaps we should also put checks in for no magic and unholy 509 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 510 * ground to prevent it from moving along?
511 */ 511 */
512 } 512 }
513 /* If it passes the above tests, it must be OK */ 513 /* If it passes the above tests, it must be OK */
514 return 1; 514 return 1;
515} 515}
516 516
524 * to fire. 524 * to fire.
525 * returns 0 on failure, 1 on success. 525 * returns 0 on failure, 1 on success.
526 */ 526 */
527 527
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
529 int dir, object *spell) 529 int dir, object *spell)
530{ 530{
531 object *tmp; 531 object *tmp;
532 int mflags; 532 int mflags;
533 mapstruct *m; 533 mapstruct *m;
534 534
535 if(spell->other_arch==NULL) 535 if(spell->other_arch==NULL)
536 return 0; 536 return 0;
537 537
538 m = op->map; 538 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 539 mflags = get_map_flags(m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) { 540 if (mflags & P_OUT_OF_MAP) {
541 return 0; 541 return 0;
542 } 542 }
543 543
544 tmp=arch_to_object(spell->other_arch); 544 tmp=arch_to_object(spell->other_arch);
545 545
546 if(tmp==NULL) 546 if(tmp==NULL)
547 return 0; 547 return 0;
548 548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { 549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp); 551 free_object(tmp);
552 return 0; 552 return 0;
553 } 553 }
554 554
555 555
556 556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
562 tmp->attacktype = spell->attacktype; 562 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 563 tmp->x=x;
564 tmp->y=y; 564 tmp->y=y;
565 tmp->direction=dir; 565 tmp->direction=dir;
566 if (get_owner (op) != NULL) 566 if (get_owner (op) != NULL)
567 copy_owner (tmp, op); 567 copy_owner (tmp, op);
568 else 568 else
569 set_owner (tmp, op); 569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 570 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 571 set_spell_skill(op, caster, spell, tmp);
572 572
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
575 if(!tailor_god_spell(tmp,op)) return 0; 575 if(!tailor_god_spell(tmp,op)) return 0;
576 } 576 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 578 SET_ANIMATION(tmp, dir);
579 579
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
581 return 1; 581 return 1;
582 582
583 move_spell_effect(tmp); 583 move_spell_effect(tmp);
584 584
585 return 1; 585 return 1;
586} 586}
593 * 593 *
594 ****************************************************************************/ 594 ****************************************************************************/
595 595
596void regenerate_rod(object *rod) { 596void regenerate_rod(object *rod) {
597 if (rod->stats.hp < rod->stats.maxhp) { 597 if (rod->stats.hp < rod->stats.maxhp) {
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 598 rod->stats.hp+= 1 + rod->stats.maxhp/10;
599 599
600 if (rod->stats.hp > rod->stats.maxhp) 600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp; 601 rod->stats.hp = rod->stats.maxhp;
602 } 602 }
603} 603}
604 604
605 605
606void drain_rod_charge(object *rod) { 606void drain_rod_charge(object *rod) {
626 /* I don't really get this block - if op isn't a player or rune, 626 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 627 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 628 * The owner could very well be no where near op.
629 */ 629 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 630 if(op->type!=PLAYER && op->type!=RUNE) {
631 tmp=get_owner(op); 631 tmp=get_owner(op);
632 /* If the owner does not exist, or is not a monster, than apply the spell 632 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 633 * to the caster.
634 */ 634 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
636 } 636 }
637 else { 637 else {
638 m = op->map; 638 m = op->map;
639 x = op->x+freearr_x[dir]; 639 x = op->x+freearr_x[dir];
640 y = op->y+freearr_y[dir]; 640 y = op->y+freearr_y[dir];
641 641
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 642 mflags = get_map_flags(m, &m, x, y, &x, &y);
643 643
644 if (mflags & P_OUT_OF_MAP) 644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL; 645 tmp=NULL;
646 else { 646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) 647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER) 648 if(tmp->type==PLAYER)
649 break; 649 break;
650 } 650 }
651 } 651 }
652 /* didn't find a player there, look in current square for a player */ 652 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 653 if(tmp==NULL)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
655 { 655 {
680 int owner_type=0, mflags; 680 int owner_type=0, mflags;
681 object *tmp; 681 object *tmp;
682 mapstruct *mp; 682 mapstruct *mp;
683 683
684 if (exclude && exclude->head) 684 if (exclude && exclude->head)
685 exclude = exclude->head; 685 exclude = exclude->head;
686 if (exclude && exclude->type) 686 if (exclude && exclude->type)
687 owner_type = exclude->type; 687 owner_type = exclude->type;
688 688
689 for(i=rndm(1, 8);i<max;i++) { 689 for(i=rndm(1, 8);i<max;i++) {
690 nx = x + freearr_x[i]; 690 nx = x + freearr_x[i];
691 ny = y + freearr_y[i]; 691 ny = y + freearr_y[i];
692 mp = m; 692 mp = m;
693 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 693 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
694 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 694 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
695 695
696 tmp=get_map_ob(mp,nx,ny); 696 tmp=get_map_ob(mp,nx,ny);
697 697
698 while(tmp!=NULL && (((owner_type==PLAYER && 698 while(tmp!=NULL && (((owner_type==PLAYER &&
699 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 699 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
700 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 700 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
701 (tmp == exclude || (tmp->head && tmp->head == exclude)))) 701 (tmp == exclude || (tmp->head && tmp->head == exclude))))
702 tmp=tmp->above; 702 tmp=tmp->above;
703 703
704 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 704 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
705 return freedir[i]; 705 return freedir[i];
706 } 706 }
707 return -1; /* flag for "keep going the way you were" */ 707 return -1; /* flag for "keep going the way you were" */
708} 708}
709 709
710 710
727 * first we check the closest square for free squares 727 * first we check the closest square for free squares
728 */ 728 */
729 729
730 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 730 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
731 if(dir!=-1) { 731 if(dir!=-1) {
732 /* This is basically grabbed for generate monster. Fixed 971225 to 732 /* This is basically grabbed for generate monster. Fixed 971225 to
733 * insert multipart monsters properly 733 * insert multipart monsters properly
734 */ 734 */
735 while (at!=NULL) { 735 while (at!=NULL) {
736 tmp=arch_to_object(at); 736 tmp=arch_to_object(at);
737 tmp->x=op->x+freearr_x[dir]+at->clone.x; 737 tmp->x=op->x+freearr_x[dir]+at->clone.x;
738 tmp->y=op->y+freearr_y[dir]+at->clone.y; 738 tmp->y=op->y+freearr_y[dir]+at->clone.y;
739 tmp->map = op->map; 739 tmp->map = op->map;
740 if (head) { 740 if (head) {
741 tmp->head=head; 741 tmp->head=head;
742 prev->more=tmp; 742 prev->more=tmp;
743 } 743 }
744 if (!head) head=tmp; 744 if (!head) head=tmp;
745 prev=tmp; 745 prev=tmp;
746 at=at->more; 746 at=at->more;
747 } 747 }
748 748
749 if (head->randomitems) 749 if (head->randomitems)
750 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 750 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
751 751
752 insert_ob_in_map(head,op->map,op,0); 752 insert_ob_in_map(head,op->map,op,0);
753 753
754 /* thought it'd be cool to insert a burnout, too.*/ 754 /* thought it'd be cool to insert a burnout, too.*/
755 tmp=get_archetype("burnout"); 755 tmp=get_archetype("burnout");
756 tmp->map = op->map; 756 tmp->map = op->map;
757 tmp->x=op->x+freearr_x[dir]; 757 tmp->x=op->x+freearr_x[dir];
758 tmp->y=op->y+freearr_y[dir]; 758 tmp->y=op->y+freearr_y[dir];
759 insert_ob_in_map(tmp,op->map,op,0); 759 insert_ob_in_map(tmp,op->map,op,0);
760 } 760 }
761} 761}
762 762
763/* peterm: function which summons hostile monsters and 763/* peterm: function which summons hostile monsters and
764 * places them in nearby squares. 764 * places them in nearby squares.
775 */ 775 */
776 776
777int summon_hostile_monsters(object *op,int n,const char *monstername){ 777int summon_hostile_monsters(object *op,int n,const char *monstername){
778 int i; 778 int i;
779 for(i=0;i<n;i++) 779 for(i=0;i<n;i++)
780 put_a_monster(op,monstername); 780 put_a_monster(op,monstername);
781 781
782 return n; 782 return n;
783} 783}
784 784
785 785
786/* Some local definitions for shuffle-attack */ 786/* Some local definitions for shuffle-attack */
787 struct attacktype_shuffle { 787 struct attacktype_shuffle {
788 int attacktype; 788 int attacktype;
789 int face; 789 int face;
790 } ATTACKS[22] = { 790 } ATTACKS[22] = {
791 {AT_PHYSICAL,0}, 791 {AT_PHYSICAL,0},
792 {AT_PHYSICAL,0}, /*face = explosion*/ 792 {AT_PHYSICAL,0}, /*face = explosion*/
793 {AT_PHYSICAL,0}, 793 {AT_PHYSICAL,0},
794 {AT_MAGIC,1}, 794 {AT_MAGIC,1},
795 {AT_MAGIC,1}, /* face = last-burnout */ 795 {AT_MAGIC,1}, /* face = last-burnout */
796 {AT_MAGIC,1}, 796 {AT_MAGIC,1},
797 {AT_FIRE,2}, 797 {AT_FIRE,2},
798 {AT_FIRE,2}, /* face = fire.... */ 798 {AT_FIRE,2}, /* face = fire.... */
799 {AT_FIRE,2}, 799 {AT_FIRE,2},
800 {AT_ELECTRICITY,3}, 800 {AT_ELECTRICITY,3},
801 {AT_ELECTRICITY,3}, /* ball_lightning */ 801 {AT_ELECTRICITY,3}, /* ball_lightning */
802 {AT_ELECTRICITY,3}, 802 {AT_ELECTRICITY,3},
803 {AT_COLD,4}, 803 {AT_COLD,4},
804 {AT_COLD,4}, /* face=icestorm*/ 804 {AT_COLD,4}, /* face=icestorm*/
805 {AT_COLD,4}, 805 {AT_COLD,4},
806 {AT_CONFUSION,5}, 806 {AT_CONFUSION,5},
807 {AT_POISON,7}, 807 {AT_POISON,7},
808 {AT_POISON,7}, /* face = acid sphere. generator */ 808 {AT_POISON,7}, /* face = acid sphere. generator */
809 {AT_POISON,7}, /* poisoncloud face */ 809 {AT_POISON,7}, /* poisoncloud face */
810 {AT_SLOW,8}, 810 {AT_SLOW,8},
811 {AT_PARALYZE,9}, 811 {AT_PARALYZE,9},
812 {AT_FEAR,10} }; 812 {AT_FEAR,10} };
813 813
814 814
815 815
816/* shuffle_attack: peterm 816/* shuffle_attack: peterm
817 * This routine shuffles the attack of op to one of the 817 * This routine shuffles the attack of op to one of the
835 i=rndm(0, 21); 835 i=rndm(0, 21);
836 836
837 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 837 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
838 838
839 if(change_face) { 839 if(change_face) {
840 SET_ANIMATION(op, ATTACKS[i].face); 840 SET_ANIMATION(op, ATTACKS[i].face);
841 } 841 }
842} 842}
843 843
844 844
845/* prayer_failure: This is called when a player fails 845/* prayer_failure: This is called when a player fails
856 856
857 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 857 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
858 858
859 if(failure<= -20 && failure > -40) /* wonder */ 859 if(failure<= -20 && failure > -40) /* wonder */
860 { 860 {
861 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 861 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
862 tmp = get_archetype(SPELL_WONDER); 862 tmp = get_archetype(SPELL_WONDER);
863 cast_cone(op,op,0,tmp); 863 cast_cone(op,op,0,tmp);
864 free_object(tmp); 864 free_object(tmp);
865 } 865 }
866 866
867 else if (failure <= -40 && failure > -60) /* confusion */ 867 else if (failure <= -40 && failure > -60) /* confusion */
868 { 868 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 869 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
870 confuse_player(op,op,99); 870 confuse_player(op,op,99);
871 } 871 }
872 else if (failure <= -60 && failure> -150) /* paralysis */ 872 else if (failure <= -60 && failure> -150) /* paralysis */
873 { 873 {
874 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 874 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
875 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 875 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
876 paralyze_player(op,op,99); 876 paralyze_player(op,op,99);
877 } 877 }
878 else if (failure <= -150) /* blast the immediate area */ 878 else if (failure <= -150) /* blast the immediate area */
879 { 879 {
880 tmp = get_archetype(GOD_POWER); 880 tmp = get_archetype(GOD_POWER);
881 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 881 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
882 cast_magic_storm(op,tmp, power); 882 cast_magic_storm(op,tmp, power);
883 } 883 }
884} 884}
885 885
886/* 886/*
887 * spell_failure() handles the various effects for differing degrees 887 * spell_failure() handles the various effects for differing degrees
895void spell_failure(object *op, int failure,int power, object *skill) 895void spell_failure(object *op, int failure,int power, object *skill)
896{ 896{
897 object *tmp; 897 object *tmp;
898 898
899 if (settings.spell_failure_effects == FALSE) 899 if (settings.spell_failure_effects == FALSE)
900 return; 900 return;
901 901
902 if (failure<=-20 && failure > -40) /* wonder */ 902 if (failure<=-20 && failure > -40) /* wonder */
903 { 903 {
904 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 904 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
905 tmp = get_archetype(SPELL_WONDER); 905 tmp = get_archetype(SPELL_WONDER);
906 cast_cone(op,op,0,tmp); 906 cast_cone(op,op,0,tmp);
907 free_object(tmp); 907 free_object(tmp);
908 } 908 }
909 909
910 else if (failure <= -40 && failure > -60) /* confusion */ 910 else if (failure <= -40 && failure > -60) /* confusion */
911 { 911 {
912 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 912 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
913 confuse_player(op,op,99); 913 confuse_player(op,op,99);
914 } 914 }
915 else if (failure <= -60 && failure> -80) /* paralysis */ 915 else if (failure <= -60 && failure> -80) /* paralysis */
916 { 916 {
917 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 917 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
918 paralyze_player(op,op,99); 918 paralyze_player(op,op,99);
919 } 919 }
920 else if (failure <= -80) /* blast the immediate area */ 920 else if (failure <= -80) /* blast the immediate area */
921 { 921 {
922 object *tmp; 922 object *tmp;
923 /* Safety check to make sure we don't get any mana storms in scorn */ 923 /* Safety check to make sure we don't get any mana storms in scorn */
924 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 924 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
925 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 925 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
926 hit_player(op,9998,op,AT_INTERNAL,1); 926 hit_player(op,9998,op,AT_INTERNAL,1);
927 927
928 } else { 928 } else {
929 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); 929 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
930 tmp=get_archetype(LOOSE_MANA); 930 tmp=get_archetype(LOOSE_MANA);
931 tmp->level=skill->level; 931 tmp->level=skill->level;
932 tmp->x=op->x; 932 tmp->x=op->x;
933 tmp->y=op->y; 933 tmp->y=op->y;
934 934
935 /* increase the area of destruction a little for more powerful spells */ 935 /* increase the area of destruction a little for more powerful spells */
936 tmp->range+=isqrt(power); 936 tmp->range+=isqrt(power);
937 937
938 if (power>25) tmp->stats.dam = 25 + isqrt(power); 938 if (power>25) tmp->stats.dam = 25 + isqrt(power);
939 else tmp->stats.dam=power; /* nasty recoils! */ 939 else tmp->stats.dam=power; /* nasty recoils! */
940 940
941 tmp->stats.maxhp=tmp->count; 941 tmp->stats.maxhp=tmp->count;
942 insert_ob_in_map(tmp,op->map,NULL,0); 942 insert_ob_in_map(tmp,op->map,NULL,0);
943 } 943 }
944 } 944 }
945} 945}
946 946
947int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) 947int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
948 { 948 {
1009 object *skill=NULL; 1009 object *skill=NULL;
1010 1010
1011 old_shoottype = op->contr ? op->contr->shoottype : 0; 1011 old_shoottype = op->contr ? op->contr->shoottype : 0;
1012 1012
1013 if (!spell_ob) { 1013 if (!spell_ob) {
1014 LOG(llevError,"cast_spell: null spell object passed\n"); 1014 LOG(llevError,"cast_spell: null spell object passed\n");
1015 return 0; 1015 return 0;
1016 } 1016 }
1017 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; 1017 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1018 1018
1019 /* the caller should set caster to op if appropriate */ 1019 /* the caller should set caster to op if appropriate */
1020 if (!caster) { 1020 if (!caster) {
1021 LOG(llevError,"cast_spell: null caster object passed\n"); 1021 LOG(llevError,"cast_spell: null caster object passed\n");
1022 return 0; 1022 return 0;
1023 } 1023 }
1024 1024
1025 /* if caster is a spell casting object, this normally shouldn't be 1025 /* if caster is a spell casting object, this normally shouldn't be
1026 * an issue, because they don't have any spellpaths set up. 1026 * an issue, because they don't have any spellpaths set up.
1027 */ 1027 */
1028 if (caster->path_denied & spell_ob->path_attuned) { 1028 if (caster->path_denied & spell_ob->path_attuned) {
1029 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 1029 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1030 return 0; 1030 return 0;
1031 } 1031 }
1032 1032
1033 /* if it is a player casting the spell, and they are really casting it 1033 /* if it is a player casting the spell, and they are really casting it
1034 * (vs it coming from a wand, scroll, or whatever else), do some 1034 * (vs it coming from a wand, scroll, or whatever else), do some
1035 * checks. We let monsters do special things - eg, they 1035 * checks. We let monsters do special things - eg, they
1038 * Remove the wiz check here and move it further down - some spells 1038 * Remove the wiz check here and move it further down - some spells
1039 * need to have the right skill pointer passed, so we need to 1039 * need to have the right skill pointer passed, so we need to
1040 * at least process that code. 1040 * at least process that code.
1041 */ 1041 */
1042 if (op->type == PLAYER && op == caster) { 1042 if (op->type == PLAYER && op == caster) {
1043 cast_level = caster_level(caster, spell_ob); 1043 cast_level = caster_level(caster, spell_ob);
1044 if (spell_ob->skill) { 1044 if (spell_ob->skill) {
1045 skill = find_skill_by_name(op, spell_ob->skill); 1045 skill = find_skill_by_name(op, spell_ob->skill);
1046 if (!skill) { 1046 if (!skill) {
1047 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1047 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1048 spell_ob->skill, spell_ob->name); 1048 spell_ob->skill, spell_ob->name);
1049 return 0; 1049 return 0;
1050 } 1050 }
1051 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1051 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1052 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1052 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1053 return 0; 1053 return 0;
1054 } 1054 }
1055 } 1055 }
1056 /* If the caster is the wiz, they don't ever fail, and don't have 1056 /* If the caster is the wiz, they don't ever fail, and don't have
1057 * to have sufficient grace/mana. 1057 * to have sufficient grace/mana.
1058 */ 1058 */
1059 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1059 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1060 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1060 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1061 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1061 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1062 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1062 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1063 return 0; 1063 return 0;
1064 } 1064 }
1065 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1065 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1066 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { 1066 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1067 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1067 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1068 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { 1068 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1069 new_draw_info_format(NDI_UNIQUE, 0,op, 1069 new_draw_info_format(NDI_UNIQUE, 0,op,
1070 "%s grants your prayer, though you are unworthy.",godname); 1070 "%s grants your prayer, though you are unworthy.",godname);
1071 } 1071 }
1072 else { 1072 else {
1073 prayer_failure(op,op->stats.grace, 1073 prayer_failure(op,op->stats.grace,
1074 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1074 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1075 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1075 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1076 return 0; 1076 return 0;
1077 } 1077 }
1078 } 1078 }
1079 1079
1080 /* player/monster is trying to cast the spell. might fumble it */ 1080 /* player/monster is trying to cast the spell. might fumble it */
1081 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1081 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1082 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1082 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1084 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1084 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1085 if (settings.casting_time == TRUE) { 1085 if (settings.casting_time == TRUE) {
1086 op->casting_time = -1; 1086 op->casting_time = -1;
1087 } 1087 }
1088 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1088 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1089 return 0; 1089 return 0;
1090 } else if (spell_ob->stats.sp) { 1090 } else if (spell_ob->stats.sp) {
1091 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1091 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1092 op->contr->encumbrance +op->level - spell_ob->level +35; 1092 op->contr->encumbrance +op->level - spell_ob->level +35;
1093 1093
1094 if( failure < 0) { 1094 if( failure < 0) {
1095 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1095 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1096 if (settings.spell_failure_effects == TRUE) 1096 if (settings.spell_failure_effects == TRUE)
1097 spell_failure(op,failure, 1097 spell_failure(op,failure,
1098 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1098 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1099 skill); 1099 skill);
1100 op->contr->shoottype = (rangetype) old_shoottype; 1100 op->contr->shoottype = (rangetype) old_shoottype;
1101 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1101 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1102 return 0; 1102 return 0;
1103 } 1103 }
1104 }
1105 }
1104 } 1106 }
1105 } 1107
1106 }
1107
1108 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); 1108 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1109 1109
1110 /* See if we can cast a spell here. If the caster and op are 1110 /* See if we can cast a spell here. If the caster and op are
1111 * not alive, then this would mean that the mapmaker put the 1111 * not alive, then this would mean that the mapmaker put the
1112 * objects on the space - presume that they know what they are 1112 * objects on the space - presume that they know what they are
1118 && (QUERY_FLAG(caster, FLAG_ALIVE) 1118 && (QUERY_FLAG(caster, FLAG_ALIVE)
1119 || QUERY_FLAG(op, FLAG_ALIVE)) 1119 || QUERY_FLAG(op, FLAG_ALIVE))
1120 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) 1120 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1121 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1121 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1122 { 1122 {
1123 if (op->type!=PLAYER) 1123 if (op->type!=PLAYER)
1124 return 0; 1124 return 0;
1125 1125
1126 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1126 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1127 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1127 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1128 else if (mflags & P_SAFE) 1128 else if (mflags & P_SAFE)
1129 new_draw_info(NDI_UNIQUE, 0,op, 1129 new_draw_info(NDI_UNIQUE, 0,op,
1130 "This ground is sacred! The gods prevent any magical effects done by you here!."); 1130 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1131 else 1131 else
1132 switch(op->contr->shoottype) 1132 switch(op->contr->shoottype)
1133 { 1133 {
1134 case range_magic: 1134 case range_magic:
1135 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1135 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1136 break; 1136 break;
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1142 break; 1142 break;
1143 default: 1143 default:
1144 break; 1144 break;
1145 } 1145 }
1146 return 0; 1146 return 0;
1147 } 1147 }
1148 1148
1149 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1149 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1150 if (op->casting_time==-1) { /* begin the casting */ 1150 if (op->casting_time==-1) { /* begin the casting */
1151 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1151 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1152 op->spell = spell_ob; 1152 op->spell = spell_ob;
1153 /* put the stringarg into the object struct so that when the 1153 /* put the stringarg into the object struct so that when the
1154 * spell is actually cast, it knows about the stringarg. 1154 * spell is actually cast, it knows about the stringarg.
1155 * necessary for the invoke command spells. 1155 * necessary for the invoke command spells.
1156 */ 1156 */
1157 if(stringarg) { 1157 if(stringarg) {
1158 op->spellarg = strdup_local(stringarg); 1158 op->spellarg = strdup_local(stringarg);
1159 } 1159 }
1160 else op->spellarg=NULL; 1160 else op->spellarg=NULL;
1161 return 0; 1161 return 0;
1162 } 1162 }
1163 else if (op->casting_time != 0) { 1163 else if (op->casting_time != 0) {
1164 if (op->type == PLAYER ) 1164 if (op->type == PLAYER )
1165 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1165 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1166 return 0; 1166 return 0;
1167 } else { /* casting_time == 0 */ 1167 } else { /* casting_time == 0 */
1168 op->casting_time = -1; 1168 op->casting_time = -1;
1169 spell_ob = op->spell; 1169 spell_ob = op->spell;
1170 stringarg = op->spellarg; 1170 stringarg = op->spellarg;
1171 } 1171 }
1172 } else { 1172 } else {
1173 /* Take into account how long it takes to cast the spell. 1173 /* Take into account how long it takes to cast the spell.
1174 * if the player is casting it, then we use the time in 1174 * if the player is casting it, then we use the time in
1175 * the spell object. If it is a spell object, have it 1175 * the spell object. If it is a spell object, have it
1176 * take two ticks. Things that cast spells on the players 1176 * take two ticks. Things that cast spells on the players
1177 * behalf (eg, altars, and whatever else) shouldn't cost 1177 * behalf (eg, altars, and whatever else) shouldn't cost
1178 * the player any time. 1178 * the player any time.
1179 * Ignore casting time for firewalls 1179 * Ignore casting time for firewalls
1180 */ 1180 */
1181 if (caster == op && caster->type != FIREWALL) { 1181 if (caster == op && caster->type != FIREWALL) {
1182 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1182 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1183 /* Other portions of the code may also decrement the speed of the player, so 1183 /* Other portions of the code may also decrement the speed of the player, so
1184 * put a lower limit so that the player isn't stuck here too long 1184 * put a lower limit so that the player isn't stuck here too long
1185 */ 1185 */
1186 if ((spell_ob->casting_time > 0) && 1186 if ((spell_ob->casting_time > 0) &&
1187 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1187 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1188 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1188 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1189 } else if (caster->type == WAND || caster->type == HORN || 1189 } else if (caster->type == WAND || caster->type == HORN ||
1190 caster->type == ROD || caster->type == POTION || 1190 caster->type == ROD || caster->type == POTION ||
1191 caster->type == SCROLL) { 1191 caster->type == SCROLL) {
1192 op->speed_left -= 2 * FABS(op->speed); 1192 op->speed_left -= 2 * FABS(op->speed);
1193 } 1193 }
1194 } 1194 }
1195 1195
1196 if (op->type == PLAYER && op == caster) { 1196 if (op->type == PLAYER && op == caster) {
1197 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1197 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1198 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1198 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1199 } 1199 }
1200 1200
1201 /* We want to try to find the skill to properly credit exp. 1201 /* We want to try to find the skill to properly credit exp.
1202 * for spell casting objects, the exp goes to the skill the casting 1202 * for spell casting objects, the exp goes to the skill the casting
1203 * object requires. 1203 * object requires.
1204 */ 1204 */
1205 if (op != caster && !skill && caster->skill) { 1205 if (op != caster && !skill && caster->skill) {
1206 skill = find_skill_by_name(op, caster->skill); 1206 skill = find_skill_by_name(op, caster->skill);
1207 if (!skill) { 1207 if (!skill) {
1208 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1208 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1209 caster->skill, query_name(caster)); 1209 caster->skill, query_name(caster));
1210 return 0; 1210 return 0;
1211 } 1211 }
1212 change_skill(op, skill, 0); /* needed for proper exp credit */ 1212 change_skill(op, skill, 0); /* needed for proper exp credit */
1213 } 1213 }
1214 1214
1215 switch(spell_ob->subtype) { 1215 switch(spell_ob->subtype) {
1216 /* The order of case statements is same as the order they show up 1216 /* The order of case statements is same as the order they show up
1217 * in in spells.h. 1217 * in in spells.h.
1218 */ 1218 */
1219 case SP_RAISE_DEAD: 1219 case SP_RAISE_DEAD:
1220 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1220 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1221 break; 1221 break;
1222 1222
1223 case SP_RUNE: 1223 case SP_RUNE:
1224 success = write_rune(op,caster, spell_ob, dir,stringarg); 1224 success = write_rune(op,caster, spell_ob, dir,stringarg);
1225 break; 1225 break;
1226 1226
1227 case SP_MAKE_MARK: 1227 case SP_MAKE_MARK:
1228 success = write_mark(op, spell_ob, stringarg); 1228 success = write_mark(op, spell_ob, stringarg);
1229 break; 1229 break;
1230 1230
1231 case SP_BOLT: 1231 case SP_BOLT:
1232 success = fire_bolt(op,caster,dir,spell_ob,skill); 1232 success = fire_bolt(op,caster,dir,spell_ob,skill);
1233 break; 1233 break;
1234 1234
1235 case SP_BULLET: 1235 case SP_BULLET:
1236 success = fire_bullet(op, caster, dir, spell_ob); 1236 success = fire_bullet(op, caster, dir, spell_ob);
1237 break; 1237 break;
1238 1238
1239 case SP_CONE: 1239 case SP_CONE:
1240 success = cast_cone(op, caster, dir, spell_ob); 1240 success = cast_cone(op, caster, dir, spell_ob);
1241 break; 1241 break;
1242 1242
1243 case SP_BOMB: 1243 case SP_BOMB:
1244 success = create_bomb(op,caster,dir, spell_ob); 1244 success = create_bomb(op,caster,dir, spell_ob);
1245 break; 1245 break;
1246 1246
1247 case SP_WONDER: 1247 case SP_WONDER:
1248 success = cast_wonder(op,caster, dir,spell_ob); 1248 success = cast_wonder(op,caster, dir,spell_ob);
1249 break; 1249 break;
1250 1250
1251 case SP_SMITE: 1251 case SP_SMITE:
1252 success = cast_smite_spell(op,caster, dir,spell_ob); 1252 success = cast_smite_spell(op,caster, dir,spell_ob);
1253 break; 1253 break;
1254 1254
1255 case SP_MAGIC_MISSILE: 1255 case SP_MAGIC_MISSILE:
1256 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1256 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1257 op->y + freearr_y[dir], dir, spell_ob); 1257 op->y + freearr_y[dir], dir, spell_ob);
1258 break; 1258 break;
1259 1259
1260 case SP_SUMMON_GOLEM: 1260 case SP_SUMMON_GOLEM:
1261 success = summon_golem(op, caster, dir, spell_ob); 1261 success = summon_golem(op, caster, dir, spell_ob);
1262 old_shoottype = range_golem; 1262 old_shoottype = range_golem;
1263 break; 1263 break;
1264 1264
1265 case SP_DIMENSION_DOOR: 1265 case SP_DIMENSION_DOOR:
1266 /* dimension door needs the actual caster, because that is what is 1266 /* dimension door needs the actual caster, because that is what is
1267 * moved. 1267 * moved.
1268 */ 1268 */
1269 success = dimension_door(op,caster, spell_ob, dir); 1269 success = dimension_door(op,caster, spell_ob, dir);
1270 break; 1270 break;
1271 1271
1272 case SP_MAGIC_MAPPING: 1272 case SP_MAGIC_MAPPING:
1273 if(op->type==PLAYER) { 1273 if(op->type==PLAYER) {
1274 spell_effect(spell_ob, op->x, op->y, op->map, op); 1274 spell_effect(spell_ob, op->x, op->y, op->map, op);
1275 draw_magic_map(op); 1275 draw_magic_map(op);
1276 success=1; 1276 success=1;
1277 } 1277 }
1278 else success=0; 1278 else success=0;
1279 break; 1279 break;
1280 1280
1281 case SP_MAGIC_WALL: 1281 case SP_MAGIC_WALL:
1282 success = magic_wall(op,caster,dir,spell_ob); 1282 success = magic_wall(op,caster,dir,spell_ob);
1283 break; 1283 break;
1284 1284
1285 case SP_DESTRUCTION: 1285 case SP_DESTRUCTION:
1286 success = cast_destruction(op,caster,spell_ob); 1286 success = cast_destruction(op,caster,spell_ob);
1287 break; 1287 break;
1288 1288
1289 case SP_PERCEIVE_SELF: 1289 case SP_PERCEIVE_SELF:
1290 success = perceive_self(op); 1290 success = perceive_self(op);
1291 break; 1291 break;
1292 1292
1293 case SP_WORD_OF_RECALL: 1293 case SP_WORD_OF_RECALL:
1294 success = cast_word_of_recall(op,caster,spell_ob); 1294 success = cast_word_of_recall(op,caster,spell_ob);
1295 break; 1295 break;
1296 1296
1297 case SP_INVISIBLE: 1297 case SP_INVISIBLE:
1298 success = cast_invisible(op,caster,spell_ob); 1298 success = cast_invisible(op,caster,spell_ob);
1299 break; 1299 break;
1300 1300
1301 case SP_PROBE: 1301 case SP_PROBE:
1302 success = probe(op,caster, spell_ob, dir); 1302 success = probe(op,caster, spell_ob, dir);
1303 break; 1303 break;
1304 1304
1305 case SP_HEALING: 1305 case SP_HEALING:
1306 success = cast_heal(op,caster, spell_ob, dir); 1306 success = cast_heal(op,caster, spell_ob, dir);
1307 break; 1307 break;
1308 1308
1309 case SP_CREATE_FOOD: 1309 case SP_CREATE_FOOD:
1310 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1310 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1311 break; 1311 break;
1312 1312
1313 case SP_EARTH_TO_DUST: 1313 case SP_EARTH_TO_DUST:
1314 success = cast_earth_to_dust(op,caster,spell_ob); 1314 success = cast_earth_to_dust(op,caster,spell_ob);
1315 break; 1315 break;
1316 1316
1317 case SP_CHANGE_ABILITY: 1317 case SP_CHANGE_ABILITY:
1318 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1318 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1319 break; 1319 break;
1320 1320
1321 case SP_BLESS: 1321 case SP_BLESS:
1322 success = cast_bless(op,caster,spell_ob, dir); 1322 success = cast_bless(op,caster,spell_ob, dir);
1323 break; 1323 break;
1324 1324
1325 case SP_CURSE: 1325 case SP_CURSE:
1326 success = cast_curse(op,caster,spell_ob, dir); 1326 success = cast_curse(op,caster,spell_ob, dir);
1327 break; 1327 break;
1328 1328
1329 case SP_SUMMON_MONSTER: 1329 case SP_SUMMON_MONSTER:
1330 success = summon_object(op,caster,spell_ob, dir,stringarg); 1330 success = summon_object(op,caster,spell_ob, dir,stringarg);
1331 break; 1331 break;
1332 1332
1333 case SP_CHARGING: 1333 case SP_CHARGING:
1334 success = recharge(op, caster, spell_ob); 1334 success = recharge(op, caster, spell_ob);
1335 break; 1335 break;
1336 1336
1337 case SP_POLYMORPH: 1337 case SP_POLYMORPH:
1338#ifdef NO_POLYMORPH 1338#ifdef NO_POLYMORPH
1339 /* Not great, but at least provide feedback so if players do have 1339 /* Not great, but at least provide feedback so if players do have
1340 * polymorph (ie, find it as a preset item or left over from before 1340 * polymorph (ie, find it as a preset item or left over from before
1341 * it was disabled), they get some feedback. 1341 * it was disabled), they get some feedback.
1342 */ 1342 */
1343 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1343 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1344 success = 0; 1344 success = 0;
1345#else 1345#else
1346 success = cast_polymorph(op,caster,spell_ob, dir); 1346 success = cast_polymorph(op,caster,spell_ob, dir);
1347#endif 1347#endif
1348 break; 1348 break;
1349 1349
1350 case SP_ALCHEMY: 1350 case SP_ALCHEMY:
1351 success = alchemy(op, caster, spell_ob); 1351 success = alchemy(op, caster, spell_ob);
1352 break; 1352 break;
1353 1353
1354 case SP_REMOVE_CURSE: 1354 case SP_REMOVE_CURSE:
1355 success = remove_curse(op, caster, spell_ob); 1355 success = remove_curse(op, caster, spell_ob);
1356 break; 1356 break;
1357 1357
1358 case SP_IDENTIFY: 1358 case SP_IDENTIFY:
1359 success = cast_identify(op, caster, spell_ob); 1359 success = cast_identify(op, caster, spell_ob);
1360 break; 1360 break;
1361 1361
1362 case SP_DETECTION: 1362 case SP_DETECTION:
1363 success = cast_detection(op, caster, spell_ob, skill); 1363 success = cast_detection(op, caster, spell_ob, skill);
1364 break; 1364 break;
1365 1365
1366 case SP_MOOD_CHANGE: 1366 case SP_MOOD_CHANGE:
1367 success = mood_change(op, caster, spell_ob); 1367 success = mood_change(op, caster, spell_ob);
1368 break; 1368 break;
1369 1369
1370 case SP_MOVING_BALL: 1370 case SP_MOVING_BALL:
1371 if (spell_ob->path_repelled && 1371 if (spell_ob->path_repelled &&
1372 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1372 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1373 new_draw_info_format(NDI_UNIQUE, 0, op, 1373 new_draw_info_format(NDI_UNIQUE, 0, op,
1374 "You lack the proper attunement to cast %s", spell_ob->name); 1374 "You lack the proper attunement to cast %s", spell_ob->name);
1375 success = 0; 1375 success = 0;
1376 } else 1376 } else
1377 success = fire_arch_from_position(op,caster, 1377 success = fire_arch_from_position(op,caster,
1378 op->x + freearr_x[dir], op->y + freearr_y[dir], 1378 op->x + freearr_x[dir], op->y + freearr_y[dir],
1379 dir, spell_ob); 1379 dir, spell_ob);
1380 break; 1380 break;
1381 1381
1382 case SP_SWARM: 1382 case SP_SWARM:
1383 success = fire_swarm(op, caster, spell_ob, dir); 1383 success = fire_swarm(op, caster, spell_ob, dir);
1384 break; 1384 break;
1385 1385
1386 case SP_CHANGE_MANA: 1386 case SP_CHANGE_MANA:
1387 success = cast_transfer(op,caster, spell_ob, dir); 1387 success = cast_transfer(op,caster, spell_ob, dir);
1388 break; 1388 break;
1389 1389
1390 case SP_DISPEL_RUNE: 1390 case SP_DISPEL_RUNE:
1391 /* in rune.c */ 1391 /* in rune.c */
1392 success = dispel_rune(op,caster, spell_ob, skill, dir); 1392 success = dispel_rune(op,caster, spell_ob, skill, dir);
1393 break; 1393 break;
1394 1394
1395 case SP_CREATE_MISSILE: 1395 case SP_CREATE_MISSILE:
1396 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1396 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1397 break; 1397 break;
1398 1398
1399 case SP_CONSECRATE: 1399 case SP_CONSECRATE:
1400 success = cast_consecrate(op, caster, spell_ob); 1400 success = cast_consecrate(op, caster, spell_ob);
1401 break; 1401 break;
1402 1402
1403 case SP_ANIMATE_WEAPON: 1403 case SP_ANIMATE_WEAPON:
1404 success = animate_weapon(op, caster, spell_ob, dir); 1404 success = animate_weapon(op, caster, spell_ob, dir);
1405 old_shoottype = range_golem; 1405 old_shoottype = range_golem;
1406 break; 1406 break;
1407 1407
1408 case SP_LIGHT: 1408 case SP_LIGHT:
1409 success = cast_light(op, caster, spell_ob, dir); 1409 success = cast_light(op, caster, spell_ob, dir);
1410 break; 1410 break;
1411 1411
1412 case SP_CHANGE_MAP_LIGHT: 1412 case SP_CHANGE_MAP_LIGHT:
1413 success = cast_change_map_lightlevel(op, caster, spell_ob); 1413 success = cast_change_map_lightlevel(op, caster, spell_ob);
1414 break; 1414 break;
1415 1415
1416 case SP_FAERY_FIRE: 1416 case SP_FAERY_FIRE:
1417 success = cast_destruction(op,caster,spell_ob); 1417 success = cast_destruction(op,caster,spell_ob);
1418 break; 1418 break;
1419 1419
1420 case SP_CAUSE_DISEASE: 1420 case SP_CAUSE_DISEASE:
1421 success = cast_cause_disease(op, caster, spell_ob, dir); 1421 success = cast_cause_disease(op, caster, spell_ob, dir);
1422 break; 1422 break;
1423 1423
1424 case SP_AURA: 1424 case SP_AURA:
1425 success = create_aura(op, caster, spell_ob); 1425 success = create_aura(op, caster, spell_ob);
1426 break; 1426 break;
1427 1427
1428 case SP_TOWN_PORTAL: 1428 case SP_TOWN_PORTAL:
1429 success= cast_create_town_portal (op,caster,spell_ob, dir); 1429 success= cast_create_town_portal (op,caster,spell_ob, dir);
1430 break; 1430 break;
1431 1431
1432 case SP_PARTY_SPELL: 1432 case SP_PARTY_SPELL:
1433 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1433 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1434 break; 1434 break;
1435 1435
1436 default: 1436 default:
1437 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1437 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1438 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1438 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n",
1439 spell_ob->subtype); 1439 spell_ob->subtype);
1440 1440
1441 1441
1446 // so clients can calculate the sounds themselves 1446 // so clients can calculate the sounds themselves
1447 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1447 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1448 1448
1449 /* free the spell arg */ 1449 /* free the spell arg */
1450 if(settings.casting_time == TRUE && stringarg) { 1450 if(settings.casting_time == TRUE && stringarg) {
1451 free(stringarg); 1451 free(stringarg);
1452 stringarg=NULL; 1452 stringarg=NULL;
1453 } 1453 }
1454 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1454 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1455 * to something like use_magic_item, but you really want to be able to fire 1455 * to something like use_magic_item, but you really want to be able to fire
1456 * it again. 1456 * it again.
1457 */ 1457 */
1466 * then dispatches them to the appropriate specific routines. 1466 * then dispatches them to the appropriate specific routines.
1467 */ 1467 */
1468void move_spell_effect(object *op) { 1468void move_spell_effect(object *op) {
1469 1469
1470 switch (op->subtype) { 1470 switch (op->subtype) {
1471 case SP_BOLT: 1471 case SP_BOLT:
1472 move_bolt(op); 1472 move_bolt(op);
1473 break; 1473 break;
1474 1474
1475 case SP_BULLET: 1475 case SP_BULLET:
1476 move_bullet(op); 1476 move_bullet(op);
1477 break; 1477 break;
1478 1478
1479 case SP_EXPLOSION: 1479 case SP_EXPLOSION:
1480 explosion(op); 1480 explosion(op);
1481 break; 1481 break;
1482 1482
1483 case SP_CONE: 1483 case SP_CONE:
1484 move_cone(op); 1484 move_cone(op);
1485 break; 1485 break;
1486 1486
1487 case SP_BOMB: 1487 case SP_BOMB:
1488 animate_bomb(op); 1488 animate_bomb(op);
1489 break; 1489 break;
1490 1490
1491 case SP_MAGIC_MISSILE: 1491 case SP_MAGIC_MISSILE:
1492 move_missile(op); 1492 move_missile(op);
1493 break; 1493 break;
1494 1494
1495 case SP_WORD_OF_RECALL: 1495 case SP_WORD_OF_RECALL:
1496 execute_word_of_recall(op); 1496 execute_word_of_recall(op);
1497 break; 1497 break;
1498 1498
1499 case SP_MOVING_BALL: 1499 case SP_MOVING_BALL:
1500 move_ball_spell(op); 1500 move_ball_spell(op);
1501 break; 1501 break;
1502 1502
1503 case SP_SWARM: 1503 case SP_SWARM:
1504 move_swarm_spell(op); 1504 move_swarm_spell(op);
1505 break; 1505 break;
1506 1506
1507 case SP_AURA: 1507 case SP_AURA:
1508 move_aura(op); 1508 move_aura(op);
1509 break; 1509 break;
1510 1510
1511 } 1511 }
1512} 1512}
1513 1513
1514/* this checks to see if something special should happen if 1514/* this checks to see if something special should happen if
1515 * something runs into the object. 1515 * something runs into the object.
1516 */ 1516 */
1517void check_spell_effect(object *op) { 1517void check_spell_effect(object *op) {
1518 1518
1519 switch (op->subtype) { 1519 switch (op->subtype) {
1520 case SP_BOLT: 1520 case SP_BOLT:
1521 move_bolt(op); 1521 move_bolt(op);
1522 return; 1522 return;
1523 1523
1524 case SP_BULLET: 1524 case SP_BULLET:
1525 check_bullet(op); 1525 check_bullet(op);
1526 return; 1526 return;
1527 } 1527 }
1528 1528
1529} 1529}
1530 1530
1531/* This is called by move_apply. Basically, if someone 1531/* This is called by move_apply. Basically, if someone
1534 * objects of the appropraite type. 1534 * objects of the appropraite type.
1535 */ 1535 */
1536void apply_spell_effect(object *spell, object *victim) 1536void apply_spell_effect(object *spell, object *victim)
1537{ 1537{
1538 switch (spell->subtype) { 1538 switch (spell->subtype) {
1539 case SP_CONE: 1539 case SP_CONE:
1540 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1540 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1541 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1541 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1542 break; 1542 break;
1543 1543
1544 case SP_MAGIC_MISSILE: 1544 case SP_MAGIC_MISSILE:
1545 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1545 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1546 tag_t spell_tag = spell->count; 1546 tag_t spell_tag = spell->count;
1547 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1547 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1548 if ( ! was_destroyed (spell, spell_tag)) { 1548 if ( ! was_destroyed (spell, spell_tag)) {
1549 remove_ob (spell); 1549 remove_ob (spell);
1550 free_object (spell); 1550 free_object (spell);
1551 } 1551 }
1552 } 1552 }
1553 break; 1553 break;
1554 1554
1555 case SP_MOVING_BALL: 1555 case SP_MOVING_BALL:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1556 if (QUERY_FLAG (victim, FLAG_ALIVE))
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1558 else if (victim->material || victim->materialname) 1558 else if (victim->material || victim->materialname)
1559 save_throw_object (victim, spell->attacktype, spell); 1559 save_throw_object (victim, spell->attacktype, spell);
1560 break; 1560 break;
1561 } 1561 }
1562} 1562}

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