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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.10 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.11 by root, Sun Sep 10 15:59:58 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_util_c = 3 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.10 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: spell_util.C,v 1.11 2006/09/10 15:59:58 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
31#include <global.h> 32#include <global.h>
32#include <spells.h> 33#include <spells.h>
33#include <object.h> 34#include <object.h>
34#include <errno.h> 35#include <errno.h>
35#ifndef __CEXTRACT__ 36#ifndef __CEXTRACT__
36#include <sproto.h> 37# include <sproto.h>
37#endif 38#endif
38#include <sounds.h> 39#include <sounds.h>
39 40
40extern char *spell_mapping[]; 41extern char *spell_mapping[];
41 42
42/* This returns a random spell from 'ob'. If skill is set, then 43/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 44 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 45 * matching spells are used.
45 */ 46 */
47object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 48find_random_spell_in_ob (object *ob, const char *skill)
47{ 49{
48 int k=0,s; 50 int k = 0, s;
49 object *tmp; 51 object *tmp;
50 52
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 53 for (tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 k++;
53 56
54 /* No spells, no need to progess further */ 57 /* No spells, no need to progess further */
55 if (!k) return NULL; 58 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 59 return NULL;
60
61 s = RANDOM () % k;
62
63 for (tmp = ob->inv; tmp; tmp = tmp->below)
64 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
65 {
66 if (!s)
67 return tmp;
68 else
69 s--;
70 }
71 /* Should never get here, but just in case */
72 return NULL;
66} 73}
67 74
68/* Relatively simple function that gets used a lot. 75/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 76 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 77 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 78 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 79 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 80 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 81 * that object (use magic device).
75 */ 82 */
83void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 84set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 85{
78 if (caster == op && spob->skill) 86 if (caster == op && spob->skill)
79 dest->skill = spob->skill; 87 dest->skill = spob->skill;
80 else 88 else
81 dest->skill = caster->skill; 89 dest->skill = caster->skill;
85 * is what it does. It goes through the spells looking for any 93 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing 94 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time 95 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors. 96 * will result in it spitting out messages that aren't really errors.
89 */ 97 */
98void
90void init_spells(void) { 99init_spells (void)
100{
91#ifdef SPELL_DEBUG 101#ifdef SPELL_DEBUG
92 static int init_spells_done = 0; 102 static int init_spells_done = 0;
93 int i; 103 int i;
94 archetype *at; 104 archetype *at;
95 105
96 if (init_spells_done) 106 if (init_spells_done)
97 return; 107 return;
98 LOG(llevDebug, "Checking spells...\n"); 108 LOG (llevDebug, "Checking spells...\n");
99 109
100 for (at=first_archetype; at; at=at->next) { 110 for (at = first_archetype; at; at = at->next)
111 {
101 if (at->clone.type == SPELL) { 112 if (at->clone.type == SPELL)
113 {
102 if (at->clone.skill) { 114 if (at->clone.skill)
115 {
103 for (i=1; i<NUM_SKILLS; i++) 116 for (i = 1; i < NUM_SKILLS; i++)
104 if (!strcmp(skill_names[i], at->clone.skill)) break; 117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
105 if (i==NUM_SKILLS) { 119 if (i == NUM_SKILLS)
120 {
106 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
107 } 122 }
108 } 123 }
109 /* other_arch is already checked for in the loader */ 124 /* other_arch is already checked for in the loader */
110 } 125 }
111 } 126 }
112 127
113 i=0; 128 i = 0;
114 while (spell_mapping[i]) { 129 while (spell_mapping[i])
130 {
115 if (!find_archetype(spell_mapping[i])) { 131 if (!find_archetype (spell_mapping[i]))
132 {
116 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); 133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
117 } 134 }
118 i++; 135 i++;
119 } 136 }
120 LOG(llevDebug, "Checking spells completed.\n"); 137 LOG (llevDebug, "Checking spells completed.\n");
121#endif 138#endif
122} 139}
123 140
124/* Dumps all the spells - now also dumps skill associated with the spell. 141/* Dumps all the spells - now also dumps skill associated with the spell.
125 * not sure what this would be used for, as the data seems pretty 142 * not sure what this would be used for, as the data seems pretty
126 * minimal, but easy enough to keep around. 143 * minimal, but easy enough to keep around.
127 */ 144 */
145void
128void dump_spells(void) 146dump_spells (void)
129{ 147{
130 archetype *at; 148 archetype *at;
131 149
132 for (at=first_archetype; at; at=at->next) { 150 for (at = first_archetype; at; at = at->next)
151 {
133 if (at->clone.type == SPELL) { 152 if (at->clone.type == SPELL)
153 {
134 fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
135 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", 155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
136 &at->clone.skill, at->clone.level);
137 } 156 }
138 } 157 }
139} 158}
140 159
141/* pretty basic function - basically just takes 160/* pretty basic function - basically just takes
142 * an object, sets the x,y, and calls insert_ob_in_map 161 * an object, sets the x,y, and calls insert_ob_in_map
143 */ 162 */
144 163
164void
145void spell_effect (object *spob, int x, int y, mapstruct *map, 165spell_effect (object *spob, int x, int y, mapstruct *map, object *originator)
146 object *originator)
147{ 166{
148 167
149 if (spob->other_arch != NULL) { 168 if (spob->other_arch != NULL)
169 {
150 object *effect = arch_to_object(spob->other_arch); 170 object *effect = arch_to_object (spob->other_arch);
151 171
152 effect->x = x; 172 effect->x = x;
153 effect->y = y; 173 effect->y = y;
154 174
155 insert_ob_in_map(effect, map, originator,0); 175 insert_ob_in_map (effect, map, originator, 0);
156 } 176 }
157} 177}
158 178
159/* 179/*
160 * This function takes a caster and spell and presents the 180 * This function takes a caster and spell and presents the
164 * 184 *
165 * caster is person casting hte spell. 185 * caster is person casting hte spell.
166 * spell is the spell object. 186 * spell is the spell object.
167 * Returns modified level. 187 * Returns modified level.
168 */ 188 */
189int
169int min_casting_level(object *caster, object *spell) 190min_casting_level (object *caster, object *spell)
170{ 191{
171 int new_level; 192 int new_level;
172 193
173 if (caster->path_denied & spell->path_attuned) { 194 if (caster->path_denied & spell->path_attuned)
195 {
174 /* This case is not a bug, just the fact that this function is 196 /* This case is not a bug, just the fact that this function is
175 * usually called BEFORE checking for path_deny. -AV 197 * usually called BEFORE checking for path_deny. -AV
176 */ 198 */
177#if 0 199#if 0
178 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " 200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
179 "spell\n", caster->arch->name, caster->name);
180#endif 201#endif
181 return 1; 202 return 1;
182 } 203 }
183 new_level = spell->level 204 new_level = spell->level
184 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 205 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
185 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
186 return (new_level < 1) ? 1 : new_level; 206 return (new_level < 1) ? 1 : new_level;
187} 207}
188 208
189 209
190/* This function returns the effective level the spell 210/* This function returns the effective level the spell
191 * is being cast at. 211 * is being cast at.
192 * Note that I changed the repelled/attuned bonus to 2 from 5. 212 * Note that I changed the repelled/attuned bonus to 2 from 5.
193 * This is because the new code compares casting_level against 213 * This is because the new code compares casting_level against
194 * min_caster_level, so the difference is effectively 4 214 * min_caster_level, so the difference is effectively 4
195 */ 215 */
196 216
217int
197int caster_level(object *caster, object *spell) 218caster_level (object *caster, object *spell)
198{ 219{
199 int level = caster->level; 220 int level = caster->level;
200 221
201 /* If this is a player, try to find the matching skill */ 222 /* If this is a player, try to find the matching skill */
202 if (caster->type == PLAYER && spell->skill) { 223 if (caster->type == PLAYER && spell->skill)
224 {
203 int i; 225 int i;
204 226
205 for (i=0; i < NUM_SKILLS; i++) 227 for (i = 0; i < NUM_SKILLS; i++)
206 if (caster->contr->last_skill_ob[i] && 228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
207 caster->contr->last_skill_ob[i]->skill == spell->skill) { 229 {
208 level = caster->contr->last_skill_ob[i]->level; 230 level = caster->contr->last_skill_ob[i]->level;
209 break; 231 break;
210 } 232 }
211 } 233 }
212 234
213 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 235 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
214 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
215 { 237 {
216 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 238 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
217 int sk_level = skill ? skill->level : 1; 239 int sk_level = skill ? skill->level : 1;
240
218 level = MIN (level, sk_level + level / 10 + 1); 241 level = MIN (level, sk_level + level / 10 + 1);
219 }
220 242 }
243
221 /* Got valid caster level. Now adjust for attunement */ 244 /* Got valid caster level. Now adjust for attunement */
222 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 245 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
223 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
224 246
225 /* Always make this at least 1. If this is zero, we get divide by zero 247 /* Always make this at least 1. If this is zero, we get divide by zero
226 * errors in various places. 248 * errors in various places.
227 */ 249 */
228 if (level < 1) level = 1; 250 if (level < 1)
251 level = 1;
229 return level; 252 return level;
230} 253}
231 254
232/* The following function scales the spellpoint cost of 255/* The following function scales the spellpoint cost of
233 * a spell by it's increased effectiveness. Some of the 256 * a spell by it's increased effectiveness. Some of the
234 * lower level spells become incredibly vicious at high 257 * lower level spells become incredibly vicious at high
239 * spell is the spell object. 262 * spell is the spell object.
240 * Note that it is now possible for a spell to cost both grace and 263 * Note that it is now possible for a spell to cost both grace and
241 * mana. In that case, we return which ever value is higher. 264 * mana. In that case, we return which ever value is higher.
242 */ 265 */
243 266
267sint16
244sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 268SP_level_spellpoint_cost (object *caster, object *spell, int flags)
245{ 269{
246 int sp, grace, level = caster_level(caster, spell); 270 int sp, grace, level = caster_level (caster, spell);
247 271
248 if (settings.spellpoint_level_depend == TRUE) { 272 if (settings.spellpoint_level_depend == TRUE)
273 {
249 if (spell->stats.sp && spell->stats.maxsp) { 274 if (spell->stats.sp && spell->stats.maxsp)
250 sp= (int) (spell->stats.sp *
251 (1.0 + MAX(0,
252 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
253 } 275 {
276 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
277 }
278 else
254 else sp = spell->stats.sp; 279 sp = spell->stats.sp;
255 280
256 sp *= (int) PATH_SP_MULT(caster,spell); 281 sp *= (int) PATH_SP_MULT (caster, spell);
257 if (!sp && spell->stats.sp) sp=1; 282 if (!sp && spell->stats.sp)
283 sp = 1;
258 284
259 if (spell->stats.grace && spell->stats.maxgrace) { 285 if (spell->stats.grace && spell->stats.maxgrace)
260 grace= (int) (spell->stats.grace *
261 (1.0 + MAX(0,
262 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
263 } 286 {
287 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
288 }
289 else
264 else grace = spell->stats.grace; 290 grace = spell->stats.grace;
265 291
266 grace *= (int) PATH_SP_MULT(caster,spell); 292 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) grace=1; 293 if (spell->stats.grace && !grace)
268 } else { 294 grace = 1;
295 }
296 else
297 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) sp=1; 299 if (spell->stats.sp && !sp)
300 sp = 1;
271 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) grace=1; 302 if (spell->stats.grace && !grace)
303 grace = 1;
273 } 304 }
274 if (flags == SPELL_HIGHEST) 305 if (flags == SPELL_HIGHEST)
275 return MAX(sp, grace); 306 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 307 else if (flags == SPELL_GRACE)
277 return grace; 308 return grace;
278 else if (flags == SPELL_MANA) 309 else if (flags == SPELL_MANA)
279 return sp; 310 return sp;
280 else { 311 else
312 {
281 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 313 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
282 return 0; 314 return 0;
283 } 315 }
284} 316}
285 317
286 318
287/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 319/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
288 * spob is the spell we are adjusting. 320 * spob is the spell we are adjusting.
289 */ 321 */
322int
290int SP_level_dam_adjust(object *caster, object *spob) 323SP_level_dam_adjust (object *caster, object *spob)
291{ 324{
292 int level = caster_level (caster, spob); 325 int level = caster_level (caster, spob);
293 int adj = level - min_casting_level(caster, spob); 326 int adj = level - min_casting_level (caster, spob);
294 327
295 if(adj < 0) adj=0; 328 if (adj < 0)
329 adj = 0;
296 if (spob->dam_modifier) 330 if (spob->dam_modifier)
297 adj/=spob->dam_modifier; 331 adj /= spob->dam_modifier;
298 else adj=0; 332 else
333 adj = 0;
299 return adj; 334 return adj;
300} 335}
301 336
302/* Adjust the strength of the spell based on level. 337/* Adjust the strength of the spell based on level.
303 * This is basically the same as SP_level_dam_adjust above, 338 * This is basically the same as SP_level_dam_adjust above,
304 * but instead looks at the level_modifier value. 339 * but instead looks at the level_modifier value.
305 */ 340 */
341int
306int SP_level_duration_adjust(object *caster, object *spob) 342SP_level_duration_adjust (object *caster, object *spob)
307{ 343{
308 int level = caster_level (caster, spob); 344 int level = caster_level (caster, spob);
309 int adj = level - min_casting_level(caster, spob); 345 int adj = level - min_casting_level (caster, spob);
310 346
311 if(adj < 0) adj=0; 347 if (adj < 0)
348 adj = 0;
312 if(spob->duration_modifier) 349 if (spob->duration_modifier)
313 adj/=spob->duration_modifier; 350 adj /= spob->duration_modifier;
314 else adj=0; 351 else
352 adj = 0;
315 353
316 return adj; 354 return adj;
317} 355}
318 356
319/* Adjust the strength of the spell based on level. 357/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 358 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 359 * but instead looks at the level_modifier value.
322 */ 360 */
361int
323int SP_level_range_adjust(object *caster, object *spob) 362SP_level_range_adjust (object *caster, object *spob)
324{ 363{
325 int level = caster_level (caster, spob); 364 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level(caster, spob); 365 int adj = level - min_casting_level (caster, spob);
327 366
328 if(adj < 0) adj=0; 367 if (adj < 0)
368 adj = 0;
329 if(spob->range_modifier) 369 if (spob->range_modifier)
330 adj/=spob->range_modifier; 370 adj /= spob->range_modifier;
331 else adj=0; 371 else
372 adj = 0;
332 373
333 return adj; 374 return adj;
334} 375}
335 376
336/* Checks to see if player knows the spell. If the name is the same 377/* Checks to see if player knows the spell. If the name is the same
337 * as an existing spell, we presume they know it. 378 * as an existing spell, we presume they know it.
338 * returns 1 if they know the spell, 0 if they don't. 379 * returns 1 if they know the spell, 0 if they don't.
339 */ 380 */
381object *
340object *check_spell_known (object *op, const char *name) 382check_spell_known (object *op, const char *name)
341{ 383{
342 object *spop; 384 object *spop;
343 385
344 for (spop=op->inv; spop; spop=spop->below) 386 for (spop = op->inv; spop; spop = spop->below)
345 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 387 if (spop->type == SPELL && !strcmp (spop->name, name))
388 return spop;
346 389
347 return NULL; 390 return NULL;
348} 391}
349 392
350 393
351/* 394/*
352 * Look at object 'op' and see if they know the spell 395 * Look at object 'op' and see if they know the spell
355 * returns the matching spell object, or NULL. 398 * returns the matching spell object, or NULL.
356 * If we match multiple spells but don't get an 399 * If we match multiple spells but don't get an
357 * exact match, we also return NULL. 400 * exact match, we also return NULL.
358 */ 401 */
359 402
403object *
360object *lookup_spell_by_name(object *op,const char *spname) { 404lookup_spell_by_name (object *op, const char *spname)
405{
361 object *spob1=NULL, *spob2=NULL, *spob; 406 object *spob1 = NULL, *spob2 = NULL, *spob;
362 int nummatch=0; 407 int nummatch = 0;
363 408
364 if(spname==NULL) return NULL; 409 if (spname == NULL)
410 return NULL;
365 411
366 /* Try to find the spell. We store the results in spob1 412 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of 413 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name. 414 * the past spname, spob2 uses the length of the spell name.
369 */ 415 */
370 for (spob = op->inv; spob; spob=spob->below) { 416 for (spob = op->inv; spob; spob = spob->below)
417 {
371 if (spob->type == SPELL) { 418 if (spob->type == SPELL)
419 {
372 if (!strncmp(spob->name, spname, strlen(spname))) { 420 if (!strncmp (spob->name, spname, strlen (spname)))
421 {
373 nummatch++; 422 nummatch++;
374 spob1 = spob; 423 spob1 = spob;
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
376 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion.
380 */
381 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
383 &spob2->name, &spob->name);
384 spob2 = spob;
385 } 424 }
425 else if (!strncmp (spob->name, spname, strlen (spob->name)))
426 {
427 /* if spells have ambiguous names, it makes matching
428 * really difficult. (eg, fire and fireball would
429 * fall into this category). It shouldn't be hard to
430 * make sure spell names don't overlap in that fashion.
431 */
432 if (spob2)
433 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
434 spob2 = spob;
386 } 435 }
436 }
387 } 437 }
388 /* if we have best match, return it. Otherwise, if we have one match 438 /* if we have best match, return it. Otherwise, if we have one match
389 * on the loser match, return that, otehrwise null 439 * on the loser match, return that, otehrwise null
390 */ 440 */
441 if (spob2)
391 if (spob2) return spob2; 442 return spob2;
392 if (spob1 && nummatch == 1) return spob1; 443 if (spob1 && nummatch == 1)
444 return spob1;
393 return NULL; 445 return NULL;
394} 446}
395 447
396/* reflwall - decides weither the (spell-)object sp_op will 448/* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true. 449 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that 450 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.) 451 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates 452 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps. 453 * eg, updated for tiled maps.
402 */ 454 */
455int
403int reflwall(mapstruct *m,int x,int y, object *sp_op) { 456reflwall (mapstruct *m, int x, int y, object *sp_op)
457{
404 object *op; 458 object *op;
405 459
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 460 if (OUT_OF_REAL_MAP (m, x, y))
407 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
408 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
409 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
410 return 1;
411
412 return 0; 461 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1;
466
467 return 0;
413} 468}
414 469
415/* cast_create_object: creates object new_op in direction dir 470/* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op). 471 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything. 472 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function . 473 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed 474 * returns the direction that the object was actually placed
420 * in. 475 * in.
421 */ 476 */
477int
422int cast_create_obj(object *op,object *caster,object *new_op, int dir) 478cast_create_obj (object *op, object *caster, object *new_op, int dir)
423{ 479{
424 mapstruct *m; 480 mapstruct *m;
425 sint16 sx, sy; 481 sint16 sx, sy;
426 482
427 if(dir && 483 if (dir &&
428 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 484 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
429 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 485 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
486 {
430 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 487 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
431 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
432 dir = 0; 489 dir = 0;
433 } 490 }
434 new_op->x=op->x+freearr_x[dir]; 491 new_op->x = op->x + freearr_x[dir];
435 new_op->y=op->y+freearr_y[dir]; 492 new_op->y = op->y + freearr_y[dir];
436 if (dir == 0) 493 if (dir == 0)
437 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
438 else 495 else
439 insert_ob_in_map(new_op,op->map,op,0); 496 insert_ob_in_map (new_op, op->map, op, 0);
440 return dir; 497 return dir;
441} 498}
442 499
443/* Returns true if it is ok to put spell *op on the space/may provided. 500/* Returns true if it is ok to put spell *op on the space/may provided.
444 * immune_stop is basically the attacktype of the spell (why 501 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop 502 * passed as a different value, not sure of). If immune_stop
447 * on the space, the object doesn't get placed. if immune stop 504 * on the space, the object doesn't get placed. if immune stop
448 * does not have AT_MAGIC, then counterwalls do not effect the spell. 505 * does not have AT_MAGIC, then counterwalls do not effect the spell.
449 * 506 *
450 */ 507 */
451 508
509int
452int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 510ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop)
511{
453 object *tmp; 512 object *tmp;
454 int mflags; 513 int mflags;
455 mapstruct *mp; 514 mapstruct *mp;
456 515
457 mp = m; 516 mp = m;
458 mflags = get_map_flags(m, &mp, x, y, &x, &y); 517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
459 518
460 if (mflags & P_OUT_OF_MAP) return 0; 519 if (mflags & P_OUT_OF_MAP)
520 return 0;
461 521
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
523 return 0;
463 524
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
526 {
465 /* If there is a counterspell on the space, and this 527 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could 528 * object is using magic, don't progress. I believe we could
467 * leave this out and let in progress, and other areas of the code 529 * leave this out and let in progress, and other areas of the code
468 * will then remove it, but that would seem to to use more 530 * will then remove it, but that would seem to to use more
469 * resources, and may not work as well if a player is standing 531 * resources, and may not work as well if a player is standing
470 * on top of a counterwall spell (may hit the player before being 532 * on top of a counterwall spell (may hit the player before being
471 * removed.) On the other hand, it may be more dramatic for the 533 * removed.) On the other hand, it may be more dramatic for the
472 * spell to actually hit the counterwall and be sucked up. 534 * spell to actually hit the counterwall and be sucked up.
473 */ 535 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) && 536 if ((tmp->attacktype & AT_COUNTERSPELL) &&
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
476 (tmp->type != WEAPON) && (tmp->type != BOW) && 538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
477 (tmp->type != ARROW) && (tmp->type != GOLEM) && 539 return 0;
478 (immune_stop & AT_MAGIC)) return 0;
479 540
480 /* This is to prevent 'out of control' spells. Basically, this 541 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately 542 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe. 543 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so 544 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head. 545 * we don't need to worry about the head.
485 */ 546 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 547 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
487 (tmp->subtype == op->subtype))
488 return 0; 548 return 0;
489 549
490 /* 550 /*
491 * Combine similar spell effects into one spell effect. Needed for 551 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for 552 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons. 553 * playability reasons.
494 */ 554 */
495 if (tmp->arch == op->arch 555 if (tmp->arch == op->arch
496 && tmp->type == op->type 556 && tmp->type == op->type
497 && tmp->subtype == op->subtype 557 && tmp->subtype == op->subtype
498 && tmp->owner == op->owner 558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
499 && ((tmp->subtype == SP_EXPLOSION)
500 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
501 ) { 559 {
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
503 tmp->range = MAX (tmp->range, op->range); 561 tmp->range = MAX (tmp->range, op->range);
504 tmp->duration = MAX (tmp->duration, op->duration); 562 tmp->duration = MAX (tmp->duration, op->duration);
505 return 0; 563 return 0;
506 } 564 }
507 565
508 /* Perhaps we should also put checks in for no magic and unholy 566 /* Perhaps we should also put checks in for no magic and unholy
509 * ground to prevent it from moving along? 567 * ground to prevent it from moving along?
510 */ 568 */
511 } 569 }
512 /* If it passes the above tests, it must be OK */ 570 /* If it passes the above tests, it must be OK */
513 return 1; 571 return 1;
514} 572}
515 573
516/* fire_arch_from_position: fires an archetype. 574/* fire_arch_from_position: fires an archetype.
517 * op: person firing the object. 575 * op: person firing the object.
518 * caster: object casting the spell. 576 * caster: object casting the spell.
521 * dir: direction to fire in. 579 * dir: direction to fire in.
522 * spell: spell that is being fired. It uses other_arch for the archetype 580 * spell: spell that is being fired. It uses other_arch for the archetype
523 * to fire. 581 * to fire.
524 * returns 0 on failure, 1 on success. 582 * returns 0 on failure, 1 on success.
525 */ 583 */
526 584
585int
527int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 586fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
528 int dir, object *spell)
529{ 587{
530 object *tmp; 588 object *tmp;
531 int mflags; 589 int mflags;
532 mapstruct *m; 590 mapstruct *m;
533 591
534 if(spell->other_arch==NULL) 592 if (spell->other_arch == NULL)
593 return 0;
594
595 m = op->map;
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601
602 tmp = arch_to_object (spell->other_arch);
603
604 if (tmp == NULL)
605 return 0;
606
607 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
610 free_object (tmp);
611 return 0;
612 }
613
614
615
616 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* code in time.c uses food for some things, duration for others */
619 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir;
625 if (get_owner (op) != NULL)
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp);
631
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op))
535 return 0; 636 return 0;
536
537 m = op->map;
538 mflags = get_map_flags(m, &m, x, y, &x, &y);
539 if (mflags & P_OUT_OF_MAP) {
540 return 0;
541 } 637 }
542
543 tmp=arch_to_object(spell->other_arch);
544
545 if(tmp==NULL)
546 return 0;
547
548 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
549 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
550 free_object(tmp);
551 return 0;
552 }
553
554
555
556 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
558 /* code in time.c uses food for some things, duration for others */
559 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
561 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir;
565 if (get_owner (op) != NULL)
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp);
571
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
574 if(!tailor_god_spell(tmp,op)) return 0;
575 }
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
577 SET_ANIMATION(tmp, dir); 639 SET_ANIMATION (tmp, dir);
578 640
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
580 return 1;
581
582 move_spell_effect(tmp);
583
584 return 1; 642 return 1;
643
644 move_spell_effect (tmp);
645
646 return 1;
585} 647}
586 648
587 649
588 650
589/***************************************************************************** 651/*****************************************************************************
590 * 652 *
591 * Code related to rods - perhaps better located in another file? 653 * Code related to rods - perhaps better located in another file?
592 * 654 *
593 ****************************************************************************/ 655 ****************************************************************************/
594 656
657void
595void regenerate_rod(object *rod) { 658regenerate_rod (object *rod)
659{
596 if (rod->stats.hp < rod->stats.maxhp) { 660 if (rod->stats.hp < rod->stats.maxhp)
661 {
597 rod->stats.hp+= 1 + rod->stats.maxhp/10; 662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
598 663
599 if (rod->stats.hp > rod->stats.maxhp) 664 if (rod->stats.hp > rod->stats.maxhp)
600 rod->stats.hp = rod->stats.maxhp; 665 rod->stats.hp = rod->stats.maxhp;
601 } 666 }
602} 667}
603 668
604 669
670void
605void drain_rod_charge(object *rod) { 671drain_rod_charge (object *rod)
672{
606 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 673 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
607} 674}
608 675
609 676
610 677
611 678
614 * op is what is looking for the target (which can be a player), 681 * op is what is looking for the target (which can be a player),
615 * dir is the direction we are looking in. Return object found, or 682 * dir is the direction we are looking in. Return object found, or
616 * NULL if no good object. 683 * NULL if no good object.
617 */ 684 */
618 685
686object *
619object *find_target_for_friendly_spell(object *op,int dir) { 687find_target_for_friendly_spell (object *op, int dir)
688{
620 object *tmp; 689 object *tmp;
621 mapstruct *m; 690 mapstruct *m;
622 sint16 x, y; 691 sint16 x, y;
623 int mflags; 692 int mflags;
624 693
625 /* I don't really get this block - if op isn't a player or rune, 694 /* I don't really get this block - if op isn't a player or rune,
626 * we then make the owner of this object the target. 695 * we then make the owner of this object the target.
627 * The owner could very well be no where near op. 696 * The owner could very well be no where near op.
628 */ 697 */
629 if(op->type!=PLAYER && op->type!=RUNE) { 698 if (op->type != PLAYER && op->type != RUNE)
699 {
630 tmp=get_owner(op); 700 tmp = get_owner (op);
631 /* If the owner does not exist, or is not a monster, than apply the spell 701 /* If the owner does not exist, or is not a monster, than apply the spell
632 * to the caster. 702 * to the caster.
633 */ 703 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
705 tmp = op;
706 }
707 else
635 } 708 {
636 else {
637 m = op->map; 709 m = op->map;
638 x = op->x+freearr_x[dir]; 710 x = op->x + freearr_x[dir];
639 y = op->y+freearr_y[dir]; 711 y = op->y + freearr_y[dir];
640 712
641 mflags = get_map_flags(m, &m, x, y, &x, &y); 713 mflags = get_map_flags (m, &m, x, y, &x, &y);
642 714
643 if (mflags & P_OUT_OF_MAP) 715 if (mflags & P_OUT_OF_MAP)
644 tmp=NULL; 716 tmp = NULL;
645 else { 717 else
646 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
647 if(tmp->type==PLAYER)
648 break;
649 }
650 }
651 /* didn't find a player there, look in current square for a player */
652 if(tmp==NULL)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
654 { 718 {
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
655 if(tmp->type==PLAYER) 720 if (tmp->type == PLAYER)
656 break; 721 break;
657 } 722 }
723 }
724 /* didn't find a player there, look in current square for a player */
725 if (tmp == NULL)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
658 731
659 return tmp; 732 return tmp;
660} 733}
661 734
662 735
663 736
664/* raytrace: 737/* raytrace:
671 * It returns the direction toward the first/closest live object if it finds 744 * It returns the direction toward the first/closest live object if it finds
672 * any, otherwise -1. 745 * any, otherwise -1.
673 * note that exclude can be NULL, in which case all bets are off. 746 * note that exclude can be NULL, in which case all bets are off.
674 */ 747 */
675 748
749int
676int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 750spell_find_dir (mapstruct *m, int x, int y, object *exclude)
751{
677 int i,max=SIZEOFFREE; 752 int i, max = SIZEOFFREE;
678 sint16 nx,ny; 753 sint16 nx, ny;
679 int owner_type=0, mflags; 754 int owner_type = 0, mflags;
680 object *tmp; 755 object *tmp;
681 mapstruct *mp; 756 mapstruct *mp;
682 757
683 if (exclude && exclude->head) 758 if (exclude && exclude->head)
684 exclude = exclude->head; 759 exclude = exclude->head;
685 if (exclude && exclude->type) 760 if (exclude && exclude->type)
686 owner_type = exclude->type; 761 owner_type = exclude->type;
687 762
688 for(i=rndm(1, 8);i<max;i++) { 763 for (i = rndm (1, 8); i < max; i++)
764 {
689 nx = x + freearr_x[i]; 765 nx = x + freearr_x[i];
690 ny = y + freearr_y[i]; 766 ny = y + freearr_y[i];
691 mp = m; 767 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue;
694 771
695 tmp=get_map_ob(mp,nx,ny); 772 tmp = get_map_ob (mp, nx, ny);
696 773
697 while(tmp!=NULL && (((owner_type==PLAYER && 774 while (tmp != NULL && (((owner_type == PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
700 (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 tmp=tmp->above; 777 tmp = tmp->above;
702 778
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 779 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704 return freedir[i]; 780 return freedir[i];
705 } 781 }
706 return -1; /* flag for "keep going the way you were" */ 782 return -1; /* flag for "keep going the way you were" */
707} 783}
708 784
709 785
710 786
711/* put_a_monster: puts a monster named monstername near by 787/* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and 788 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly. 789 * also deals with multipart monsters properly.
714 */ 790 */
715 791
792void
716void put_a_monster(object *op,const char *monstername) { 793put_a_monster (object *op, const char *monstername)
794{
717 object *tmp,*head=NULL,*prev=NULL; 795 object *tmp, *head = NULL, *prev = NULL;
718 archetype *at; 796 archetype *at;
719 int dir; 797 int dir;
720 798
721 /* Handle cases where we are passed a bogus mosntername */ 799 /* Handle cases where we are passed a bogus mosntername */
722 800
723 if((at=find_archetype(monstername))==NULL) return; 801 if ((at = find_archetype (monstername)) == NULL)
802 return;
724 803
725 /* find a free square nearby 804 /* find a free square nearby
726 * first we check the closest square for free squares 805 * first we check the closest square for free squares
727 */ 806 */
728 807
729 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 808 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
730 if(dir!=-1) { 809 if (dir != -1)
810 {
731 /* This is basically grabbed for generate monster. Fixed 971225 to 811 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly 812 * insert multipart monsters properly
733 */ 813 */
734 while (at!=NULL) { 814 while (at != NULL)
815 {
735 tmp=arch_to_object(at); 816 tmp = arch_to_object (at);
736 tmp->x=op->x+freearr_x[dir]+at->clone.x; 817 tmp->x = op->x + freearr_x[dir] + at->clone.x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y; 818 tmp->y = op->y + freearr_y[dir] + at->clone.y;
738 tmp->map = op->map; 819 tmp->map = op->map;
739 if (head) { 820 if (head)
821 {
740 tmp->head=head; 822 tmp->head = head;
741 prev->more=tmp; 823 prev->more = tmp;
742 } 824 }
743 if (!head) head=tmp; 825 if (!head)
826 head = tmp;
744 prev=tmp; 827 prev = tmp;
745 at=at->more; 828 at = at->more;
746 } 829 }
747 830
748 if (head->randomitems) 831 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
750 833
751 insert_ob_in_map(head,op->map,op,0); 834 insert_ob_in_map (head, op->map, op, 0);
752 835
753 /* thought it'd be cool to insert a burnout, too.*/ 836 /* thought it'd be cool to insert a burnout, too. */
754 tmp=get_archetype("burnout"); 837 tmp = get_archetype ("burnout");
755 tmp->map = op->map; 838 tmp->map = op->map;
756 tmp->x=op->x+freearr_x[dir]; 839 tmp->x = op->x + freearr_x[dir];
757 tmp->y=op->y+freearr_y[dir]; 840 tmp->y = op->y + freearr_y[dir];
758 insert_ob_in_map(tmp,op->map,op,0); 841 insert_ob_in_map (tmp, op->map, op, 0);
759 } 842 }
760} 843}
761 844
762/* peterm: function which summons hostile monsters and 845/* peterm: function which summons hostile monsters and
763 * places them in nearby squares. 846 * places them in nearby squares.
771 * use to call this, but best I can tell, that spell/ability was 854 * use to call this, but best I can tell, that spell/ability was
772 * never used. This is however used by various failures on the 855 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc) 856 * players part (alchemy, reincarnation, etc)
774 */ 857 */
775 858
859int
776int summon_hostile_monsters(object *op,int n,const char *monstername){ 860summon_hostile_monsters (object *op, int n, const char *monstername)
861{
777 int i; 862 int i;
863
778 for(i=0;i<n;i++) 864 for (i = 0; i < n; i++)
779 put_a_monster(op,monstername); 865 put_a_monster (op, monstername);
780 866
781 return n; 867 return n;
782} 868}
783 869
784 870
785/* Some local definitions for shuffle-attack */ 871/* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle { 872struct attacktype_shuffle
873{
787 int attacktype; 874 int attacktype;
788 int face; 875 int face;
789 } ATTACKS[22] = { 876} ATTACKS[22] =
877{
878 {
790 {AT_PHYSICAL,0}, 879 AT_PHYSICAL, 0},
880 {
791 {AT_PHYSICAL,0}, /*face = explosion*/ 881 AT_PHYSICAL, 0}, /*face = explosion */
882 {
792 {AT_PHYSICAL,0}, 883 AT_PHYSICAL, 0},
884 {
793 {AT_MAGIC,1}, 885 AT_MAGIC, 1},
886 {
794 {AT_MAGIC,1}, /* face = last-burnout */ 887 AT_MAGIC, 1}, /* face = last-burnout */
888 {
795 {AT_MAGIC,1}, 889 AT_MAGIC, 1},
890 {
796 {AT_FIRE,2}, 891 AT_FIRE, 2},
892 {
797 {AT_FIRE,2}, /* face = fire.... */ 893 AT_FIRE, 2}, /* face = fire.... */
894 {
798 {AT_FIRE,2}, 895 AT_FIRE, 2},
896 {
799 {AT_ELECTRICITY,3}, 897 AT_ELECTRICITY, 3},
898 {
800 {AT_ELECTRICITY,3}, /* ball_lightning */ 899 AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
801 {AT_ELECTRICITY,3}, 901 AT_ELECTRICITY, 3},
802 {AT_COLD,4}, 902 {
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4}, 903 AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4},
908 {
805 {AT_CONFUSION,5}, 909 AT_CONFUSION, 5},
910 {
806 {AT_POISON,7}, 911 AT_POISON, 7},
912 {
807 {AT_POISON,7}, /* face = acid sphere. generator */ 913 AT_POISON, 7}, /* face = acid sphere. generator */
914 {
808 {AT_POISON,7}, /* poisoncloud face */ 915 AT_POISON, 7}, /* poisoncloud face */
916 {
809 {AT_SLOW,8}, 917 AT_SLOW, 8},
918 {
810 {AT_PARALYZE,9}, 919 AT_PARALYZE, 9},
811 {AT_FEAR,10} }; 920 {
921AT_FEAR, 10}};
812 922
813 923
814 924
815/* shuffle_attack: peterm 925/* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the 926 * This routine shuffles the attack of op to one of the
826 * would be nice. 936 * would be nice.
827 * I also fixed a bug here in that attacktype was |= - 937 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all 938 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 939 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */ 940 */
941void
831void shuffle_attack(object *op,int change_face) 942shuffle_attack (object *op, int change_face)
832{ 943{
833 int i; 944 int i;
945
834 i=rndm(0, 21); 946 i = rndm (0, 21);
835 947
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 948 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
837 949
838 if(change_face) { 950 if (change_face)
951 {
839 SET_ANIMATION(op, ATTACKS[i].face); 952 SET_ANIMATION (op, ATTACKS[i].face);
840 } 953 }
841} 954}
842 955
843 956
844/* prayer_failure: This is called when a player fails 957/* prayer_failure: This is called when a player fails
846 * op is the player. 959 * op is the player.
847 * failure is basically how much grace they had. 960 * failure is basically how much grace they had.
848 * power is how much grace the spell would normally take to cast. 961 * power is how much grace the spell would normally take to cast.
849 */ 962 */
850 963
964void
851void prayer_failure(object *op, int failure,int power) 965prayer_failure (object *op, int failure, int power)
852{ 966{
853 const char *godname; 967 const char *godname;
854 object *tmp; 968 object *tmp;
855 969
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 970 if (!strcmp ((godname = determine_god (op)), "none"))
971 godname = "Your spirit";
857 972
858 if(failure<= -20 && failure > -40) /* wonder */ 973 if (failure <= -20 && failure > -40) /* wonder */
859 { 974 {
860 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 975 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
861 tmp = get_archetype(SPELL_WONDER); 976 tmp = get_archetype (SPELL_WONDER);
862 cast_cone(op,op,0,tmp); 977 cast_cone (op, op, 0, tmp);
863 free_object(tmp); 978 free_object (tmp);
864 } 979 }
865 980
866 else if (failure <= -40 && failure > -60) /* confusion */ 981 else if (failure <= -40 && failure > -60) /* confusion */
867 { 982 {
868 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
869 confuse_player(op,op,99); 984 confuse_player (op, op, 99);
870 } 985 }
871 else if (failure <= -60 && failure> -150) /* paralysis */ 986 else if (failure <= -60 && failure > -150) /* paralysis */
872 { 987 {
873 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
874 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 989 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
875 paralyze_player(op,op,99); 990 paralyze_player (op, op, 99);
876 } 991 }
877 else if (failure <= -150) /* blast the immediate area */ 992 else if (failure <= -150) /* blast the immediate area */
878 { 993 {
879 tmp = get_archetype(GOD_POWER); 994 tmp = get_archetype (GOD_POWER);
880 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 995 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
881 cast_magic_storm(op,tmp, power); 996 cast_magic_storm (op, tmp, power);
882 } 997 }
883} 998}
884 999
885/* 1000/*
886 * spell_failure() handles the various effects for differing degrees 1001 * spell_failure() handles the various effects for differing degrees
889 * failure is a random value of how badly you failed. 1004 * failure is a random value of how badly you failed.
890 * power is how many spellpoints you'd normally need for the spell. 1005 * power is how many spellpoints you'd normally need for the spell.
891 * skill is the skill you'd need to cast the spell. 1006 * skill is the skill you'd need to cast the spell.
892 */ 1007 */
893 1008
1009void
894void spell_failure(object *op, int failure,int power, object *skill) 1010spell_failure (object *op, int failure, int power, object *skill)
895{ 1011{
896 object *tmp; 1012 object *tmp;
897 1013
898 if (settings.spell_failure_effects == FALSE) 1014 if (settings.spell_failure_effects == FALSE)
899 return; 1015 return;
900 1016
901 if (failure<=-20 && failure > -40) /* wonder */ 1017 if (failure <= -20 && failure > -40) /* wonder */
902 { 1018 {
903 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
904 tmp = get_archetype(SPELL_WONDER); 1020 tmp = get_archetype (SPELL_WONDER);
905 cast_cone(op,op,0,tmp); 1021 cast_cone (op, op, 0, tmp);
906 free_object(tmp); 1022 free_object (tmp);
907 } 1023 }
908 1024
909 else if (failure <= -40 && failure > -60) /* confusion */ 1025 else if (failure <= -40 && failure > -60) /* confusion */
910 { 1026 {
911 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 1027 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
912 confuse_player(op,op,99); 1028 confuse_player (op, op, 99);
913 } 1029 }
914 else if (failure <= -60 && failure> -80) /* paralysis */ 1030 else if (failure <= -60 && failure > -80) /* paralysis */
915 { 1031 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 1032 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
917 paralyze_player(op,op,99); 1033 paralyze_player (op, op, 99);
918 } 1034 }
919 else if (failure <= -80) /* blast the immediate area */ 1035 else if (failure <= -80) /* blast the immediate area */
920 { 1036 {
921 object *tmp; 1037 object *tmp;
1038
922 /* Safety check to make sure we don't get any mana storms in scorn */ 1039 /* Safety check to make sure we don't get any mana storms in scorn */
923 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 1040 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
924 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1);
926
927 } else {
928 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
929 tmp=get_archetype(LOOSE_MANA);
930 tmp->level=skill->level;
931 tmp->x=op->x;
932 tmp->y=op->y;
933
934 /* increase the area of destruction a little for more powerful spells */
935 tmp->range+=isqrt(power);
936
937 if (power>25) tmp->stats.dam = 25 + isqrt(power);
938 else tmp->stats.dam=power; /* nasty recoils! */
939
940 tmp->stats.maxhp=tmp->count;
941 insert_ob_in_map(tmp,op->map,NULL,0);
942 }
943 }
944}
945
946int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
947 {
948 int success;
949 player *pl;
950 object *spell;
951
952 if ( !spell_ob->other_arch )
953 { 1041 {
954 LOG( llevError, "cast_party_spell: empty other arch\n" ); 1042 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
955 return 0; 1043 hit_player (op, 9998, op, AT_INTERNAL, 1);
956 }
957 spell = arch_to_object( spell_ob->other_arch );
958 1044
959 /* Always cast spell on caster */ 1045 }
960 success = cast_spell( op, caster, dir, spell, stringarg ); 1046 else
961
962 if ( caster->contr->party == NULL )
963 { 1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA);
1050 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053
1054 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power);
1056
1057 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power);
1059 else
1060 tmp->stats.dam = power; /* nasty recoils! */
1061
1062 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0);
1064 }
1065 }
1066}
1067
1068int
1069cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1070{
1071 int success;
1072 player *pl;
1073 object *spell;
1074
1075 if (!spell_ob->other_arch)
1076 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0;
1079 }
1080 spell = arch_to_object (spell_ob->other_arch);
1081
1082 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg);
1084
1085 if (caster->contr->party == NULL)
1086 {
964 remove_ob( spell ); 1087 remove_ob (spell);
965 return success; 1088 return success;
966 } 1089 }
967 for( pl=first_player; pl!=NULL; pl=pl->next ) 1090 for (pl = first_player; pl != NULL; pl = pl->next)
968 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
969 { 1092 {
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
971 } 1094 }
972 remove_ob( spell ); 1095 remove_ob (spell);
973 return success; 1096 return success;
974 } 1097}
975 1098
976/* This is where the main dispatch when someone casts a spell. 1099/* This is where the main dispatch when someone casts a spell.
977 * 1100 *
978 * op is the creature that is owner of the object that is casting the spell - 1101 * op is the creature that is owner of the object that is casting the spell -
979 * eg, the player or monster. 1102 * eg, the player or monster.
999 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1122 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1000 * this function will decrease the mana/grace appropriately. For other 1123 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate. 1124 * objects, the caller should do what it considers appropriate.
1002 */ 1125 */
1003 1126
1127int
1004int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 1128cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1129{
1005 1130
1006 const char *godname; 1131 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype; 1132 int success = 0, mflags, cast_level = 0, old_shoottype;
1008 object *skill=NULL; 1133 object *skill = NULL;
1009 1134
1010 old_shoottype = op->contr ? op->contr->shoottype : 0; 1135 old_shoottype = op->contr ? op->contr->shoottype : 0;
1011 1136
1012 if (!spell_ob) { 1137 if (!spell_ob)
1138 {
1013 LOG(llevError,"cast_spell: null spell object passed\n"); 1139 LOG (llevError, "cast_spell: null spell object passed\n");
1014 return 0; 1140 return 0;
1015 } 1141 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; 1142 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit";
1017 1144
1018 /* the caller should set caster to op if appropriate */ 1145 /* the caller should set caster to op if appropriate */
1019 if (!caster) { 1146 if (!caster)
1147 {
1020 LOG(llevError,"cast_spell: null caster object passed\n"); 1148 LOG (llevError, "cast_spell: null caster object passed\n");
1021 return 0; 1149 return 0;
1022 } 1150 }
1023 1151
1024 /* if caster is a spell casting object, this normally shouldn't be 1152 /* if caster is a spell casting object, this normally shouldn't be
1025 * an issue, because they don't have any spellpaths set up. 1153 * an issue, because they don't have any spellpaths set up.
1026 */ 1154 */
1027 if (caster->path_denied & spell_ob->path_attuned) { 1155 if (caster->path_denied & spell_ob->path_attuned)
1156 {
1028 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1029 return 0; 1158 return 0;
1030 } 1159 }
1031 1160
1032 /* if it is a player casting the spell, and they are really casting it 1161 /* if it is a player casting the spell, and they are really casting it
1033 * (vs it coming from a wand, scroll, or whatever else), do some 1162 * (vs it coming from a wand, scroll, or whatever else), do some
1034 * checks. We let monsters do special things - eg, they 1163 * checks. We let monsters do special things - eg, they
1035 * don't need the skill, bypass level checks, etc. The monster function 1164 * don't need the skill, bypass level checks, etc. The monster function
1036 * should take care of that. 1165 * should take care of that.
1037 * Remove the wiz check here and move it further down - some spells 1166 * Remove the wiz check here and move it further down - some spells
1038 * need to have the right skill pointer passed, so we need to 1167 * need to have the right skill pointer passed, so we need to
1039 * at least process that code. 1168 * at least process that code.
1040 */ 1169 */
1041 if (op->type == PLAYER && op == caster) { 1170 if (op->type == PLAYER && op == caster)
1171 {
1042 cast_level = caster_level(caster, spell_ob); 1172 cast_level = caster_level (caster, spell_ob);
1043 if (spell_ob->skill) { 1173 if (spell_ob->skill)
1174 {
1044 skill = find_skill_by_name(op, spell_ob->skill); 1175 skill = find_skill_by_name (op, spell_ob->skill);
1045 if (!skill) { 1176 if (!skill)
1177 {
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1047 &spell_ob->skill, &spell_ob->name);
1048 return 0; 1179 return 0;
1049 } 1180 }
1050 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1182 {
1051 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1052 return 0; 1184 return 0;
1053 } 1185 }
1054 } 1186 }
1055 /* If the caster is the wiz, they don't ever fail, and don't have 1187 /* If the caster is the wiz, they don't ever fail, and don't have
1056 * to have sufficient grace/mana. 1188 * to have sufficient grace/mana.
1057 */ 1189 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1190 if (!QUERY_FLAG (op, FLAG_WIZ))
1191 {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1060 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1193 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1194 {
1061 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1062 return 0; 1196 return 0;
1063 } 1197 }
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1065 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { 1199 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1200 {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1201 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1067 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { 1202 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1068 new_draw_info_format(NDI_UNIQUE, 0,op, 1203 {
1069 "%s grants your prayer, though you are unworthy.",godname); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1070 } 1205 }
1071 else { 1206 else
1072 prayer_failure(op,op->stats.grace, 1207 {
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1208 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1074 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1075 return 0; 1210 return 0;
1076 } 1211 }
1077 } 1212 }
1078 1213
1079 /* player/monster is trying to cast the spell. might fumble it */ 1214 /* player/monster is trying to cast the spell. might fumble it */
1080 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1215 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1081 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1216 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1217 {
1082 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1083 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1084 if (settings.casting_time == TRUE) { 1220 if (settings.casting_time == TRUE)
1221 {
1085 op->casting_time = -1; 1222 op->casting_time = -1;
1086 } 1223 }
1087 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1224 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1088 return 0; 1225 return 0;
1226 }
1089 } else if (spell_ob->stats.sp) { 1227 else if (spell_ob->stats.sp)
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1228 {
1091 op->contr->encumbrance +op->level - spell_ob->level +35; 1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1092 1230
1093 if( failure < 0) { 1231 if (failure < 0)
1232 {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1233 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1095 if (settings.spell_failure_effects == TRUE) 1234 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1098 skill);
1099 op->contr->shoottype = (rangetype) old_shoottype; 1236 op->contr->shoottype = (rangetype) old_shoottype;
1100 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1237 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1101 return 0; 1238 return 0;
1102 } 1239 }
1103 } 1240 }
1104 } 1241 }
1105 } 1242 }
1106 1243
1107 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); 1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1108 1245
1109 /* See if we can cast a spell here. If the caster and op are 1246 /* See if we can cast a spell here. If the caster and op are
1110 * not alive, then this would mean that the mapmaker put the 1247 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are 1248 * objects on the space - presume that they know what they are
1112 * doing. 1249 * doing.
1113 */ 1250 */
1114 1251
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1252 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 { 1253 {
1117 new_draw_info(NDI_UNIQUE, 0,op,
1118 "This ground is sacred! The gods prevent any magical effects done by you here!."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1255 return 0;
1256 }
1257
1258 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION)
1260 && !QUERY_FLAG (op, FLAG_WIZCAST)
1261 && (QUERY_FLAG (caster, FLAG_ALIVE)
1262 || QUERY_FLAG (op, FLAG_ALIVE))
1263 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1264 {
1265 if (op->type != PLAYER)
1119 return 0; 1266 return 0;
1120 }
1121 1267
1122 if ((spell_ob->type == SPELL)
1123 && (caster->type != POTION)
1124 && !QUERY_FLAG(op, FLAG_WIZCAST)
1125 && (QUERY_FLAG(caster, FLAG_ALIVE)
1126 || QUERY_FLAG(op, FLAG_ALIVE))
1127 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1128 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1129 {
1130 if (op->type!=PLAYER)
1131 return 0;
1132
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1269 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1135 else 1270 else
1136 switch(op->contr->shoottype) 1271 switch (op->contr->shoottype)
1272 {
1273 case range_magic:
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1275 break;
1276 case range_misc:
1277 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1278 break;
1279 case range_golem:
1280 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1281 break;
1282 default:
1283 break;
1284 }
1285 return 0;
1286 }
1287
1288 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1289 {
1290 if (op->casting_time == -1)
1291 { /* begin the casting */
1292 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1293 op->spell = spell_ob;
1294 /* put the stringarg into the object struct so that when the
1295 * spell is actually cast, it knows about the stringarg.
1296 * necessary for the invoke command spells.
1297 */
1298 if (stringarg)
1137 { 1299 {
1138 case range_magic: 1300 op->spellarg = strdup_local (stringarg);
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1140 break;
1141 case range_misc:
1142 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1143 break;
1144 case range_golem:
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1146 break;
1147 default:
1148 break;
1149 } 1301 }
1302 else
1303 op->spellarg = NULL;
1150 return 0; 1304 return 0;
1151 } 1305 }
1152 1306 else if (op->casting_time != 0)
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1307 {
1154 if (op->casting_time==-1) { /* begin the casting */ 1308 if (op->type == PLAYER)
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1156 op->spell = spell_ob; 1310 return 0;
1157 /* put the stringarg into the object struct so that when the 1311 }
1158 * spell is actually cast, it knows about the stringarg. 1312 else
1159 * necessary for the invoke command spells. 1313 { /* casting_time == 0 */
1314 op->casting_time = -1;
1315 spell_ob = op->spell;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 {
1321 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time.
1327 * Ignore casting time for firewalls
1328 */
1329 if (caster == op && caster->type != FIREWALL)
1330 {
1331 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1332 /* Other portions of the code may also decrement the speed of the player, so
1333 * put a lower limit so that the player isn't stuck here too long
1160 */ 1334 */
1161 if(stringarg) { 1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1162 op->spellarg = strdup_local(stringarg); 1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1337 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1339 {
1340 op->speed_left -= 2 * FABS (op->speed);
1341 }
1342 }
1343
1344 if (op->type == PLAYER && op == caster)
1345 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1347 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1348 }
1349
1350 /* We want to try to find the skill to properly credit exp.
1351 * for spell casting objects, the exp goes to the skill the casting
1352 * object requires.
1353 */
1354 if (op != caster && !skill && caster->skill)
1355 {
1356 skill = find_skill_by_name (op, caster->skill);
1357 if (!skill)
1358 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1360 return 0;
1361 }
1362 change_skill (op, skill, 0); /* needed for proper exp credit */
1363 }
1364
1365 switch (spell_ob->subtype)
1366 {
1367 /* The order of case statements is same as the order they show up
1368 * in in spells.h.
1369 */
1370 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1372 break;
1373
1374 case SP_RUNE:
1375 success = write_rune (op, caster, spell_ob, dir, stringarg);
1376 break;
1377
1378 case SP_MAKE_MARK:
1379 success = write_mark (op, spell_ob, stringarg);
1380 break;
1381
1382 case SP_BOLT:
1383 success = fire_bolt (op, caster, dir, spell_ob, skill);
1384 break;
1385
1386 case SP_BULLET:
1387 success = fire_bullet (op, caster, dir, spell_ob);
1388 break;
1389
1390 case SP_CONE:
1391 success = cast_cone (op, caster, dir, spell_ob);
1392 break;
1393
1394 case SP_BOMB:
1395 success = create_bomb (op, caster, dir, spell_ob);
1396 break;
1397
1398 case SP_WONDER:
1399 success = cast_wonder (op, caster, dir, spell_ob);
1400 break;
1401
1402 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break;
1405
1406 case SP_MAGIC_MISSILE:
1407 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1408 break;
1409
1410 case SP_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break;
1414
1415 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is
1417 * moved.
1418 */
1419 success = dimension_door (op, caster, spell_ob, dir);
1420 break;
1421
1422 case SP_MAGIC_MAPPING:
1423 if (op->type == PLAYER)
1424 {
1425 spell_effect (spell_ob, op->x, op->y, op->map, op);
1426 draw_magic_map (op);
1427 success = 1;
1163 } 1428 }
1164 else op->spellarg=NULL; 1429 else
1165 return 0; 1430 success = 0;
1166 }
1167 else if (op->casting_time != 0) {
1168 if (op->type == PLAYER )
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1170 return 0;
1171 } else { /* casting_time == 0 */
1172 op->casting_time = -1;
1173 spell_ob = op->spell;
1174 stringarg = op->spellarg;
1175 }
1176 } else {
1177 /* Take into account how long it takes to cast the spell.
1178 * if the player is casting it, then we use the time in
1179 * the spell object. If it is a spell object, have it
1180 * take two ticks. Things that cast spells on the players
1181 * behalf (eg, altars, and whatever else) shouldn't cost
1182 * the player any time.
1183 * Ignore casting time for firewalls
1184 */
1185 if (caster == op && caster->type != FIREWALL) {
1186 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1187 /* Other portions of the code may also decrement the speed of the player, so
1188 * put a lower limit so that the player isn't stuck here too long
1189 */
1190 if ((spell_ob->casting_time > 0) &&
1191 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1192 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1193 } else if (caster->type == WAND || caster->type == HORN ||
1194 caster->type == ROD || caster->type == POTION ||
1195 caster->type == SCROLL) {
1196 op->speed_left -= 2 * FABS(op->speed);
1197 }
1198 }
1199
1200 if (op->type == PLAYER && op == caster) {
1201 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1202 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1203 }
1204
1205 /* We want to try to find the skill to properly credit exp.
1206 * for spell casting objects, the exp goes to the skill the casting
1207 * object requires.
1208 */
1209 if (op != caster && !skill && caster->skill) {
1210 skill = find_skill_by_name(op, caster->skill);
1211 if (!skill) {
1212 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1213 &caster->skill, query_name(caster));
1214 return 0;
1215 }
1216 change_skill(op, skill, 0); /* needed for proper exp credit */
1217 }
1218
1219 switch(spell_ob->subtype) {
1220 /* The order of case statements is same as the order they show up
1221 * in in spells.h.
1222 */
1223 case SP_RAISE_DEAD:
1224 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1225 break; 1431 break;
1226
1227 case SP_RUNE:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg);
1229 break;
1230
1231 case SP_MAKE_MARK:
1232 success = write_mark(op, spell_ob, stringarg);
1233 break;
1234
1235 case SP_BOLT:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill);
1237 break;
1238
1239 case SP_BULLET:
1240 success = fire_bullet(op, caster, dir, spell_ob);
1241 break;
1242
1243 case SP_CONE:
1244 success = cast_cone(op, caster, dir, spell_ob);
1245 break;
1246
1247 case SP_BOMB:
1248 success = create_bomb(op,caster,dir, spell_ob);
1249 break;
1250
1251 case SP_WONDER:
1252 success = cast_wonder(op,caster, dir,spell_ob);
1253 break;
1254
1255 case SP_SMITE:
1256 success = cast_smite_spell(op,caster, dir,spell_ob);
1257 break;
1258
1259 case SP_MAGIC_MISSILE:
1260 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1261 op->y + freearr_y[dir], dir, spell_ob);
1262 break;
1263
1264 case SP_SUMMON_GOLEM:
1265 success = summon_golem(op, caster, dir, spell_ob);
1266 old_shoottype = range_golem;
1267 break;
1268
1269 case SP_DIMENSION_DOOR:
1270 /* dimension door needs the actual caster, because that is what is
1271 * moved.
1272 */
1273 success = dimension_door(op,caster, spell_ob, dir);
1274 break;
1275
1276 case SP_MAGIC_MAPPING:
1277 if(op->type==PLAYER) {
1278 spell_effect(spell_ob, op->x, op->y, op->map, op);
1279 draw_magic_map(op);
1280 success=1;
1281 }
1282 else success=0;
1283 break;
1284 1432
1285 case SP_MAGIC_WALL: 1433 case SP_MAGIC_WALL:
1286 success = magic_wall(op,caster,dir,spell_ob); 1434 success = magic_wall (op, caster, dir, spell_ob);
1287 break; 1435 break;
1288 1436
1289 case SP_DESTRUCTION: 1437 case SP_DESTRUCTION:
1290 success = cast_destruction(op,caster,spell_ob); 1438 success = cast_destruction (op, caster, spell_ob);
1291 break; 1439 break;
1292 1440
1293 case SP_PERCEIVE_SELF: 1441 case SP_PERCEIVE_SELF:
1294 success = perceive_self(op); 1442 success = perceive_self (op);
1295 break; 1443 break;
1296 1444
1297 case SP_WORD_OF_RECALL: 1445 case SP_WORD_OF_RECALL:
1298 success = cast_word_of_recall(op,caster,spell_ob); 1446 success = cast_word_of_recall (op, caster, spell_ob);
1299 break; 1447 break;
1300 1448
1301 case SP_INVISIBLE: 1449 case SP_INVISIBLE:
1302 success = cast_invisible(op,caster,spell_ob); 1450 success = cast_invisible (op, caster, spell_ob);
1303 break; 1451 break;
1304 1452
1305 case SP_PROBE: 1453 case SP_PROBE:
1306 success = probe(op,caster, spell_ob, dir); 1454 success = probe (op, caster, spell_ob, dir);
1307 break; 1455 break;
1308 1456
1309 case SP_HEALING: 1457 case SP_HEALING:
1310 success = cast_heal(op,caster, spell_ob, dir); 1458 success = cast_heal (op, caster, spell_ob, dir);
1311 break; 1459 break;
1312 1460
1313 case SP_CREATE_FOOD: 1461 case SP_CREATE_FOOD:
1314 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1462 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1315 break; 1463 break;
1316 1464
1317 case SP_EARTH_TO_DUST: 1465 case SP_EARTH_TO_DUST:
1318 success = cast_earth_to_dust(op,caster,spell_ob); 1466 success = cast_earth_to_dust (op, caster, spell_ob);
1319 break; 1467 break;
1320 1468
1321 case SP_CHANGE_ABILITY: 1469 case SP_CHANGE_ABILITY:
1322 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1470 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1323 break; 1471 break;
1324 1472
1325 case SP_BLESS: 1473 case SP_BLESS:
1326 success = cast_bless(op,caster,spell_ob, dir); 1474 success = cast_bless (op, caster, spell_ob, dir);
1327 break; 1475 break;
1328 1476
1329 case SP_CURSE: 1477 case SP_CURSE:
1330 success = cast_curse(op,caster,spell_ob, dir); 1478 success = cast_curse (op, caster, spell_ob, dir);
1331 break; 1479 break;
1332 1480
1333 case SP_SUMMON_MONSTER: 1481 case SP_SUMMON_MONSTER:
1334 success = summon_object(op,caster,spell_ob, dir,stringarg); 1482 success = summon_object (op, caster, spell_ob, dir, stringarg);
1335 break; 1483 break;
1336 1484
1337 case SP_CHARGING: 1485 case SP_CHARGING:
1338 success = recharge(op, caster, spell_ob); 1486 success = recharge (op, caster, spell_ob);
1339 break; 1487 break;
1340 1488
1341 case SP_POLYMORPH: 1489 case SP_POLYMORPH:
1342#ifdef NO_POLYMORPH 1490#ifdef NO_POLYMORPH
1343 /* Not great, but at least provide feedback so if players do have 1491 /* Not great, but at least provide feedback so if players do have
1344 * polymorph (ie, find it as a preset item or left over from before 1492 * polymorph (ie, find it as a preset item or left over from before
1345 * it was disabled), they get some feedback. 1493 * it was disabled), they get some feedback.
1346 */ 1494 */
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1348 success = 0; 1496 success = 0;
1349#else 1497#else
1350 success = cast_polymorph(op,caster,spell_ob, dir); 1498 success = cast_polymorph (op, caster, spell_ob, dir);
1351#endif 1499#endif
1352 break; 1500 break;
1353 1501
1354 case SP_ALCHEMY: 1502 case SP_ALCHEMY:
1355 success = alchemy(op, caster, spell_ob); 1503 success = alchemy (op, caster, spell_ob);
1356 break; 1504 break;
1357 1505
1358 case SP_REMOVE_CURSE: 1506 case SP_REMOVE_CURSE:
1359 success = remove_curse(op, caster, spell_ob); 1507 success = remove_curse (op, caster, spell_ob);
1360 break; 1508 break;
1361 1509
1362 case SP_IDENTIFY: 1510 case SP_IDENTIFY:
1363 success = cast_identify(op, caster, spell_ob); 1511 success = cast_identify (op, caster, spell_ob);
1364 break; 1512 break;
1365 1513
1366 case SP_DETECTION: 1514 case SP_DETECTION:
1367 success = cast_detection(op, caster, spell_ob, skill); 1515 success = cast_detection (op, caster, spell_ob, skill);
1368 break; 1516 break;
1369 1517
1370 case SP_MOOD_CHANGE: 1518 case SP_MOOD_CHANGE:
1371 success = mood_change(op, caster, spell_ob); 1519 success = mood_change (op, caster, spell_ob);
1372 break; 1520 break;
1373 1521
1374 case SP_MOVING_BALL: 1522 case SP_MOVING_BALL:
1375 if (spell_ob->path_repelled &&
1376 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1377 new_draw_info_format(NDI_UNIQUE, 0, op, 1524 {
1378 "You lack the proper attunement to cast %s", &spell_ob->name); 1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1379 success = 0; 1526 success = 0;
1527 }
1380 } else 1528 else
1381 success = fire_arch_from_position(op,caster, 1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1382 op->x + freearr_x[dir], op->y + freearr_y[dir],
1383 dir, spell_ob);
1384 break; 1530 break;
1385 1531
1386 case SP_SWARM: 1532 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir); 1533 success = fire_swarm (op, caster, spell_ob, dir);
1388 break; 1534 break;
1389 1535
1390 case SP_CHANGE_MANA: 1536 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir); 1537 success = cast_transfer (op, caster, spell_ob, dir);
1392 break; 1538 break;
1393 1539
1394 case SP_DISPEL_RUNE: 1540 case SP_DISPEL_RUNE:
1395 /* in rune.c */ 1541 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir); 1542 success = dispel_rune (op, caster, spell_ob, skill, dir);
1397 break; 1543 break;
1398 1544
1399 case SP_CREATE_MISSILE: 1545 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1546 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1401 break; 1547 break;
1402 1548
1403 case SP_CONSECRATE: 1549 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob); 1550 success = cast_consecrate (op, caster, spell_ob);
1405 break; 1551 break;
1406 1552
1407 case SP_ANIMATE_WEAPON: 1553 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir); 1554 success = animate_weapon (op, caster, spell_ob, dir);
1409 old_shoottype = range_golem; 1555 old_shoottype = range_golem;
1410 break; 1556 break;
1411 1557
1412 case SP_LIGHT: 1558 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir); 1559 success = cast_light (op, caster, spell_ob, dir);
1414 break; 1560 break;
1415 1561
1416 case SP_CHANGE_MAP_LIGHT: 1562 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob); 1563 success = cast_change_map_lightlevel (op, caster, spell_ob);
1418 break; 1564 break;
1419 1565
1420 case SP_FAERY_FIRE: 1566 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob); 1567 success = cast_destruction (op, caster, spell_ob);
1422 break; 1568 break;
1423 1569
1424 case SP_CAUSE_DISEASE: 1570 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir); 1571 success = cast_cause_disease (op, caster, spell_ob, dir);
1426 break; 1572 break;
1427 1573
1428 case SP_AURA: 1574 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob); 1575 success = create_aura (op, caster, spell_ob);
1430 break; 1576 break;
1431 1577
1432 case SP_TOWN_PORTAL: 1578 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir); 1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1434 break; 1580 break;
1435 1581
1436 case SP_PARTY_SPELL: 1582 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1438 break; 1584 break;
1439 1585
1440 default: 1586 default:
1441 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1442 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1443 spell_ob->subtype);
1444 1589
1445 1590
1446 } 1591 }
1447 1592
1448 /* FIXME - we need some better sound suppport */ 1593 /* FIXME - we need some better sound suppport */
1449 // yes, for example, augment map info with the spell effect 1594 // yes, for example, augment map info with the spell effect
1450 // so clients can calculate the sounds themselves 1595 // so clients can calculate the sounds themselves
1451 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1596 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1452 1597
1453 /* free the spell arg */ 1598 /* free the spell arg */
1454 if(settings.casting_time == TRUE && stringarg) { 1599 if (settings.casting_time == TRUE && stringarg)
1600 {
1455 free(stringarg); 1601 free (stringarg);
1456 stringarg=NULL; 1602 stringarg = NULL;
1457 } 1603 }
1458 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1604 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1459 * to something like use_magic_item, but you really want to be able to fire 1605 * to something like use_magic_item, but you really want to be able to fire
1460 * it again. 1606 * it again.
1461 */ 1607 */
1608 if (op->contr)
1462 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; 1609 op->contr->shoottype = (rangetype) old_shoottype;
1463 1610
1464 return success; 1611 return success;
1465} 1612}
1466 1613
1467 1614
1468/* This is called from time.c/process_object(). That function 1615/* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function 1616 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines. 1617 * then dispatches them to the appropriate specific routines.
1471 */ 1618 */
1619void
1472void move_spell_effect(object *op) { 1620move_spell_effect (object *op)
1621{
1473 1622
1474 switch (op->subtype) { 1623 switch (op->subtype)
1624 {
1475 case SP_BOLT: 1625 case SP_BOLT:
1476 move_bolt(op); 1626 move_bolt (op);
1477 break; 1627 break;
1478 1628
1479 case SP_BULLET: 1629 case SP_BULLET:
1480 move_bullet(op); 1630 move_bullet (op);
1481 break; 1631 break;
1482 1632
1483 case SP_EXPLOSION: 1633 case SP_EXPLOSION:
1484 explosion(op); 1634 explosion (op);
1485 break; 1635 break;
1486 1636
1487 case SP_CONE: 1637 case SP_CONE:
1488 move_cone(op); 1638 move_cone (op);
1489 break; 1639 break;
1490 1640
1491 case SP_BOMB: 1641 case SP_BOMB:
1492 animate_bomb(op); 1642 animate_bomb (op);
1493 break; 1643 break;
1494 1644
1495 case SP_MAGIC_MISSILE: 1645 case SP_MAGIC_MISSILE:
1496 move_missile(op); 1646 move_missile (op);
1497 break; 1647 break;
1498 1648
1499 case SP_WORD_OF_RECALL: 1649 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op); 1650 execute_word_of_recall (op);
1501 break; 1651 break;
1502 1652
1503 case SP_MOVING_BALL: 1653 case SP_MOVING_BALL:
1504 move_ball_spell(op); 1654 move_ball_spell (op);
1505 break; 1655 break;
1506 1656
1507 case SP_SWARM: 1657 case SP_SWARM:
1508 move_swarm_spell(op); 1658 move_swarm_spell (op);
1509 break; 1659 break;
1510 1660
1511 case SP_AURA: 1661 case SP_AURA:
1512 move_aura(op); 1662 move_aura (op);
1513 break; 1663 break;
1514 1664
1515 } 1665 }
1516} 1666}
1517 1667
1518/* this checks to see if something special should happen if 1668/* this checks to see if something special should happen if
1519 * something runs into the object. 1669 * something runs into the object.
1520 */ 1670 */
1671void
1521void check_spell_effect(object *op) { 1672check_spell_effect (object *op)
1673{
1522 1674
1523 switch (op->subtype) { 1675 switch (op->subtype)
1676 {
1524 case SP_BOLT: 1677 case SP_BOLT:
1525 move_bolt(op); 1678 move_bolt (op);
1526 return; 1679 return;
1527 1680
1528 case SP_BULLET: 1681 case SP_BULLET:
1529 check_bullet(op); 1682 check_bullet (op);
1530 return; 1683 return;
1531 } 1684 }
1532 1685
1533} 1686}
1534 1687
1535/* This is called by move_apply. Basically, if someone 1688/* This is called by move_apply. Basically, if someone
1536 * moves onto a spell effect and the walk_on or fly_on flags 1689 * moves onto a spell effect and the walk_on or fly_on flags
1537 * are set, this is called. This should only be called for 1690 * are set, this is called. This should only be called for
1538 * objects of the appropraite type. 1691 * objects of the appropraite type.
1539 */ 1692 */
1693void
1540void apply_spell_effect(object *spell, object *victim) 1694apply_spell_effect (object *spell, object *victim)
1541{ 1695{
1542 switch (spell->subtype) { 1696 switch (spell->subtype)
1697 {
1543 case SP_CONE: 1698 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1699 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1700 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break; 1701 break;
1547 1702
1548 case SP_MAGIC_MISSILE: 1703 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1704 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 {
1550 tag_t spell_tag = spell->count; 1706 tag_t spell_tag = spell->count;
1707
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1708 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) { 1709 if (!was_destroyed (spell, spell_tag))
1710 {
1553 remove_ob (spell); 1711 remove_ob (spell);
1554 free_object (spell); 1712 free_object (spell);
1555 } 1713 }
1556 } 1714 }
1557 break; 1715 break;
1558 1716
1559 case SP_MOVING_BALL: 1717 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1718 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1719 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname) 1720 else if (victim->material || victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell); 1721 save_throw_object (victim, spell->attacktype, spell);
1564 break; 1722 break;
1565 } 1723 }
1566} 1724}

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