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

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.11 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 UTC

1
2/* 1/*
3 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_util.C,v 1.11 2006/09/10 15:59:58 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
15 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
25 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
29*/ 23 */
30
31 24
32#include <global.h> 25#include <global.h>
33#include <spells.h> 26#include <spells.h>
34#include <object.h> 27#include <object.h>
35#include <errno.h> 28#include <errno.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 29#include <sproto.h>
38#endif
39#include <sounds.h> 30#include <sounds.h>
40 31
41extern char *spell_mapping[]; 32extern char *spell_mapping[];
42 33
43/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
44 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
45 * matching spells are used. 36 * matching spells are used.
46 */ 37 */
47object * 38object *
48find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
49{ 40{
50 int k = 0, s; 41 int k = 0, s;
51 object *tmp;
52 42
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 k++; 45 k++;
56 46
57 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
58 if (!k) 48 if (!k)
59 return NULL; 49 return NULL;
60 50
61 s = RANDOM () % k; 51 s = rndm (k);
62 52
63 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
64 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
65 {
66 if (!s) 55 if (!s)
67 return tmp; 56 return tmp;
68 else 57 else
69 s--; 58 s--;
70 } 59
71 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
72 return NULL; 61 return 0;
73} 62}
74 63
75/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
76 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
77 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
87 dest->skill = spob->skill; 76 dest->skill = spob->skill;
88 else 77 else
89 dest->skill = caster->skill; 78 dest->skill = caster->skill;
90} 79}
91 80
92/* init_spells: This should really be called check_spells, as that
93 * is what it does. It goes through the spells looking for any
94 * obvious errors. This was most useful in debugging when re-doing
95 * all the spells to catch simple errors. To use it all the time
96 * will result in it spitting out messages that aren't really errors.
97 */
98void
99init_spells (void)
100{
101#ifdef SPELL_DEBUG
102 static int init_spells_done = 0;
103 int i;
104 archetype *at;
105
106 if (init_spells_done)
107 return;
108 LOG (llevDebug, "Checking spells...\n");
109
110 for (at = first_archetype; at; at = at->next)
111 {
112 if (at->clone.type == SPELL)
113 {
114 if (at->clone.skill)
115 {
116 for (i = 1; i < NUM_SKILLS; i++)
117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
119 if (i == NUM_SKILLS)
120 {
121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
122 }
123 }
124 /* other_arch is already checked for in the loader */
125 }
126 }
127
128 i = 0;
129 while (spell_mapping[i])
130 {
131 if (!find_archetype (spell_mapping[i]))
132 {
133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134 }
135 i++;
136 }
137 LOG (llevDebug, "Checking spells completed.\n");
138#endif
139}
140
141/* Dumps all the spells - now also dumps skill associated with the spell.
142 * not sure what this would be used for, as the data seems pretty
143 * minimal, but easy enough to keep around.
144 */
145void
146dump_spells (void)
147{
148 archetype *at;
149
150 for (at = first_archetype; at; at = at->next)
151 {
152 if (at->clone.type == SPELL)
153 {
154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
156 }
157 }
158}
159
160/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
161 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
162 */ 83 */
163
164void 84void
165spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
166{ 86{
167
168 if (spob->other_arch != NULL) 87 if (spob->other_arch)
169 { 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
170 object *effect = arch_to_object (spob->other_arch);
171
172 effect->x = x;
173 effect->y = y;
174
175 insert_ob_in_map (effect, map, originator, 0);
176 }
177} 89}
178 90
179/* 91static int
180 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
181 * effective level the caster needs to be to cast the spell.
182 * basically, it just adjusts the spell->level with attuned/repelled
183 * spellpaths. Was called path_level_mod
184 *
185 * caster is person casting hte spell.
186 * spell is the spell object.
187 * Returns modified level.
188 */
189int
190min_casting_level (object *caster, object *spell)
191{ 93{
192 int new_level; 94 // compute the attuned/repelled bonus
193 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
194 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
195 { 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
196 /* This case is not a bug, just the fact that this function is 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
197 * usually called BEFORE checking for path_deny. -AV
198 */
199#if 0
200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
201#endif
202 return 1;
203 }
204 new_level = spell->level
205 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
206 return (new_level < 1) ? 1 : new_level;
207} 99}
208
209 100
210/* This function returns the effective level the spell 101/* This function returns the effective level the spell
211 * is being cast at. 102 * is being cast at.
212 * Note that I changed the repelled/attuned bonus to 2 from 5.
213 * This is because the new code compares casting_level against
214 * min_caster_level, so the difference is effectively 4
215 */ 103 */
216
217int 104int
218caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
219{ 106{
220 int level = caster->level; 107 int level = caster->level;
221
222 /* If this is a player, try to find the matching skill */
223 if (caster->type == PLAYER && spell->skill)
224 {
225 int i;
226
227 for (i = 0; i < NUM_SKILLS; i++)
228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
229 {
230 level = caster->contr->last_skill_ob[i]->level;
231 break;
232 }
233 }
234 108
235 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
237 { 111 {
238 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
239 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
240 114
241 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
242 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
243 120
244 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
245 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
246 128
247 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
248 * errors in various places. 130 * errors in various places.
249 */ 131 */
250 if (level < 1) 132 return clamp (level, 1, settings.max_level);
251 level = 1;
252 return level;
253} 133}
254 134
255/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
256 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
257 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
261 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
262 * spell is the spell object. 142 * spell is the spell object.
263 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
264 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
265 */ 145 */
266
267sint16 146sint16
268SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
269{ 148{
270 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
271 150
272 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
273 { 152 {
274 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
275 { 154 {
296 else 175 else
297 { 176 {
298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
299 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
300 sp = 1; 179 sp = 1;
180
301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
302 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
303 grace = 1; 183 grace = 1;
304 } 184 }
185
305 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
306 return MAX (sp, grace); 187 return MAX (sp, grace);
307 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
308 return grace; 189 return grace;
309 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
313 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 194 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
314 return 0; 195 return 0;
315 } 196 }
316} 197}
317 198
199/*
200 * Return the effective casting level of the spell.
201 * To make spells independent of their starting level, this function
202 * scales the range spellstartlevel .. 100 into the range 1..100
203 */
204static int
205SP_casting_level (object *caster, object *spell)
206{
207 return casting_level (caster, spell);
208}
318 209
319/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
320 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
321 */ 212 */
322int 213int
323SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
324{ 215{
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level (caster, spob);
327
328 if (adj < 0)
329 adj = 0;
330 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
331 adj /= spob->dam_modifier;
332 else
333 adj = 0;
334 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
335} 220}
336 221
337/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
338 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
339 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
340 */ 225 */
341int 226int
342SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
343{ 228{
344 int level = caster_level (caster, spob);
345 int adj = level - min_casting_level (caster, spob);
346
347 if (adj < 0)
348 adj = 0;
349 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
350 adj /= spob->duration_modifier;
351 else
352 adj = 0;
353
354 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
355} 233}
356 234
357/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
358 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
359 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
360 */ 238 */
361int 239int
362SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
363{ 241{
364 int level = caster_level (caster, spob);
365 int adj = level - min_casting_level (caster, spob);
366
367 if (adj < 0)
368 adj = 0;
369 if (spob->range_modifier) 242 if (!spob->range_modifier)
370 adj /= spob->range_modifier;
371 else
372 adj = 0;
373
374 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
375} 246}
376 247
377/* Checks to see if player knows the spell. If the name is the same 248/* Checks to see if player knows the spell. If the name is the same
378 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
379 * returns 1 if they know the spell, 0 if they don't. 250 * returns 1 if they know the spell, 0 if they don't.
380 */ 251 */
381object * 252object *
382check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
383{ 254{
384 object *spop; 255 object *spop;
385 256
386 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
387 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
388 return spop; 259 return spop;
389 260
390 return NULL; 261 return 0;
391} 262}
392
393 263
394/* 264/*
395 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
396 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
397 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
398 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
399 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
400 * exact match, we also return NULL. 270 * exact match, we also return NULL.
401 */ 271 */
402
403object * 272object *
404lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
405{ 274{
406 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
407 int nummatch = 0; 276 int nummatch = 0;
408 277
409 if (spname == NULL) 278 if (!spname)
410 return NULL; 279 return 0;
411 280
412 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
413 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
414 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
415 */ 284 */
416 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
417 { 286 {
418 if (spob->type == SPELL) 287 if (spob->type == SPELL)
419 { 288 {
289 // TODO: WTF?
420 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
421 { 291 {
422 nummatch++; 292 nummatch++;
423 spob1 = spob; 293 spob1 = spob;
424 } 294 }
429 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
430 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
431 */ 301 */
432 if (spob2) 302 if (spob2)
433 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
434 spob2 = spob; 305 spob2 = spob;
435 } 306 }
436 } 307 }
437 } 308 }
438 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
439 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
440 */ 311 */
441 if (spob2) 312 if (spob2)
442 return spob2; 313 return spob2;
314
443 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
444 return spob1; 316 return spob1;
317
445 return NULL; 318 return NULL;
446} 319}
447 320
448/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
449 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
451 * reflect_spell fails.) 324 * reflect_spell fails.)
452 * Caller should be sure it passes us valid map coordinates 325 * Caller should be sure it passes us valid map coordinates
453 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
454 */ 327 */
455int 328int
456reflwall (mapstruct *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
457{ 330{
458 object *op;
459
460 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
461 return 0; 332 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 333
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
336 && (!QUERY_FLAG (op, FLAG_ALIVE)
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1; 338 return 1;
466 339
467 return 0; 340 return 0;
468} 341}
469 342
475 * in. 348 * in.
476 */ 349 */
477int 350int
478cast_create_obj (object *op, object *caster, object *new_op, int dir) 351cast_create_obj (object *op, object *caster, object *new_op, int dir)
479{ 352{
480 mapstruct *m; 353 maptile *m;
481 sint16 sx, sy; 354 sint16 sx, sy;
482 355
483 if (dir && 356 if (dir &&
484 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
485 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
486 { 359 {
487 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
488 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
489 dir = 0; 362 dir = 0;
490 } 363 }
491 new_op->x = op->x + freearr_x[dir]; 364
492 new_op->y = op->y + freearr_y[dir]; 365 SET_FLAG (new_op, FLAG_IDENTIFIED);
493 if (dir == 0) 366 op->map->insert (new_op,
494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
495 else 368 op,
496 insert_ob_in_map (new_op, op->map, op, 0); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
497 return dir; 371 return dir;
372}
373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
498} 390}
499 391
500/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
501 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
502 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
503 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
504 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
505 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
506 * 398 */
507 */
508
509int 399int
510ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop) 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
511{ 401{
512 object *tmp; 402 if (!xy_normalise (m, x, y))
513 int mflags;
514 mapstruct *mp;
515
516 mp = m;
517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
518
519 if (mflags & P_OUT_OF_MAP)
520 return 0; 403 return 0;
521 404
522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 405 mapspace &ms = m->at (x, y);
406 ms.update ();
407
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
523 return 0; 409 return 0;
524 410
525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 411 int max_effects = 5; // max. number of similar spells per mapspace
412
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 { 414 {
527 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
528 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
529 * leave this out and let in progress, and other areas of the code 417 * leave this out and let in progress, and other areas of the code
530 * will then remove it, but that would seem to to use more 418 * will then remove it, but that would seem to to use more
531 * resources, and may not work as well if a player is standing 419 * resources, and may not work as well if a player is standing
532 * on top of a counterwall spell (may hit the player before being 420 * on top of a counterwall spell (may hit the player before being
533 * removed.) On the other hand, it may be more dramatic for the 421 * removed.) On the other hand, it may be more dramatic for the
534 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
535 */ 423 */
536 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 426 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON)
428 && (tmp->type != BOW)
429 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
432 // we special case floor here because there
433 // are sometimes spell effect floors
434 // which are used to inflict damage
435 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava
437 && (immune_stop & AT_MAGIC))
539 return 0; 438 return 0;
540 439
541 /* This is to prevent 'out of control' spells. Basically, this
542 * limits one spell effect per space per spell. This is definately
543 * needed for performance reasons, and just for playability I believe.
544 * there are no such things as multispaced spells right now, so
545 * we don't need to worry about the head.
546 */
547 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
548 return 0;
549
550 /*
551 * Combine similar spell effects into one spell effect. Needed for
552 * performance reasons with meteor swarm and the like, but also for
553 * playability reasons.
554 */
555 if (tmp->arch == op->arch
556 && tmp->type == op->type 440 if (tmp->type == op->type)
557 && tmp->subtype == op->subtype
558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
559 { 441 {
560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
561 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
562 tmp->duration = MAX (tmp->duration, op->duration); 444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
563 return 0; 474 return 0;
564 } 475 }
565 476
566 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
567 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
568 */ 479 */
569 } 480 }
481
570 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
571 return 1; 483 return 1;
572} 484}
573 485
574/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
579 * dir: direction to fire in. 491 * dir: direction to fire in.
580 * spell: spell that is being fired. It uses other_arch for the archetype 492 * spell: spell that is being fired. It uses other_arch for the archetype
581 * to fire. 493 * to fire.
582 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
583 */ 495 */
584
585int 496int
586fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 497fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
587{ 498{
588 object *tmp;
589 int mflags;
590 mapstruct *m;
591
592 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
593 return 0; 500 return 0;
594 501
595 m = op->map; 502 object *tmp = spell->other_arch->instance ();
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601 503
602 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
603
604 if (tmp == NULL)
605 return 0; 505 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
615 506
616 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* code in time.c uses food for some things, duration for others */ 509 /* code in time.c uses food for some things, duration for others */
619 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir; 513 tmp->direction = dir;
625 if (get_owner (op) != NULL) 514 tmp->set_owner (op);
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
631 517
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
636 return 0; 521 return 0;
637 } 522
638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
639 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
640 525
641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
642 return 1;
643
644 move_spell_effect (tmp); 527 move_spell_effect (tmp);
645 528
646 return 1; 529 return 1;
647} 530}
648
649
650 531
651/***************************************************************************** 532/*****************************************************************************
652 * 533 *
653 * Code related to rods - perhaps better located in another file? 534 * Code related to rods - perhaps better located in another file?
654 * 535 *
655 ****************************************************************************/ 536 ****************************************************************************/
656
657void 537void
658regenerate_rod (object *rod) 538regenerate_rod (object *rod)
659{ 539{
660 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
661 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
663
664 if (rod->stats.hp > rod->stats.maxhp)
665 rod->stats.hp = rod->stats.maxhp;
666 }
667} 542}
668
669 543
670void 544void
671drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
672{ 546{
673 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 547 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
674} 548}
675
676
677
678 549
679/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
680 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
681 * op is what is looking for the target (which can be a player), 552 * op is what is looking for the target (which can be a player),
682 * dir is the direction we are looking in. Return object found, or 553 * dir is the direction we are looking in. Return object found, or
683 * NULL if no good object. 554 * NULL if no good object.
684 */ 555 */
685
686object * 556object *
687find_target_for_friendly_spell (object *op, int dir) 557find_target_for_friendly_spell (object *op, int dir)
688{ 558{
689 object *tmp; 559 object *tmp;
690 mapstruct *m;
691 sint16 x, y;
692 int mflags;
693 560
694 /* I don't really get this block - if op isn't a player or rune, 561 /* I don't really get this block - if op isn't a player or rune,
695 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
696 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
697 */ 564 */
698 if (op->type != PLAYER && op->type != RUNE) 565 if (op->type != PLAYER && op->type != RUNE)
699 { 566 {
700 tmp = get_owner (op); 567 tmp = op->owner;
701 /* If the owner does not exist, or is not a monster, than apply the spell 568 /* If the owner does not exist, or is not a monster, than apply the spell
702 * to the caster. 569 * to the caster.
703 */ 570 */
704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
705 tmp = op; 572 tmp = op;
706 } 573 }
707 else 574 else
708 { 575 {
709 m = op->map; 576 maptile *m = op->map;
710 x = op->x + freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
711 y = op->y + freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
712
713 mflags = get_map_flags (m, &m, x, y, &x, &y);
714
715 if (mflags & P_OUT_OF_MAP)
716 tmp = NULL;
717 else
718 { 579
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 580 tmp = xy_normalise (m, x, y)
720 if (tmp->type == PLAYER) 581 ? m->at (x, y).player ()
721 break; 582 : 0;
722 }
723 } 583 }
584
724 /* didn't find a player there, look in current square for a player */ 585 /* didn't find a player there, look in current square for a player */
725 if (tmp == NULL) 586 if (!tmp)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 587 tmp = op->ms ().player ();
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
731 588
732 return tmp; 589 return tmp;
733} 590}
734
735
736 591
737/* raytrace: 592/* raytrace:
738 * spell_find_dir(map, x, y, exclude) will search first the center square 593 * spell_find_dir(map, x, y, exclude) will search first the center square
739 * then some close squares in the given map at the given coordinates for 594 * then some close squares in the given map at the given coordinates for
740 * live objects. 595 * live objects.
743 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
744 * It returns the direction toward the first/closest live object if it finds 599 * It returns the direction toward the first/closest live object if it finds
745 * any, otherwise -1. 600 * any, otherwise -1.
746 * note that exclude can be NULL, in which case all bets are off. 601 * note that exclude can be NULL, in which case all bets are off.
747 */ 602 */
748
749int 603int
750spell_find_dir (mapstruct *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
751{ 605{
752 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
753 sint16 nx, ny; 607 sint16 nx, ny;
754 int owner_type = 0, mflags; 608 int owner_type = 0, mflags;
755 object *tmp; 609 object *tmp;
756 mapstruct *mp; 610 maptile *mp;
757 611
758 if (exclude && exclude->head) 612 if (exclude && exclude->head)
759 exclude = exclude->head; 613 exclude = exclude->head;
760 if (exclude && exclude->type) 614 if (exclude && exclude->type)
761 owner_type = exclude->type; 615 owner_type = exclude->type;
767 mp = m; 621 mp = m;
768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue; 624 continue;
771 625
772 tmp = get_map_ob (mp, nx, ny); 626 tmp = GET_MAP_OB (mp, nx, ny);
773 627
774 while (tmp != NULL && (((owner_type == PLAYER && 628 while (tmp != NULL && (((owner_type == PLAYER &&
775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
777 tmp = tmp->above; 631 tmp = tmp->above;
780 return freedir[i]; 634 return freedir[i];
781 } 635 }
782 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
783} 637}
784 638
785
786
787/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
788 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
789 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
790 */ 642 */
791 643static void
792void
793put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
794{ 645{
795 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
796 archetype *at; 647 archetype *at;
797 int dir; 648 int dir;
798 649
799 /* Handle cases where we are passed a bogus mosntername */ 650 /* Handle cases where we are passed a bogus mosntername */
800 651
801 if ((at = find_archetype (monstername)) == NULL) 652 if ((at = archetype::find (monstername)) == NULL)
802 return; 653 return;
803 654
804 /* find a free square nearby 655 /* find a free square nearby
805 * first we check the closest square for free squares 656 * first we check the closest square for free squares
806 */ 657 */
807 658
808 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 659 dir = find_first_free_spot (at, op->map, op->x, op->y);
809 if (dir != -1) 660 if (dir != -1)
810 { 661 {
811 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
812 * insert multipart monsters properly 663 * insert multipart monsters properly
813 */ 664 */
665 //TODO: use expand_tail + ...
814 while (at != NULL) 666 while (at != NULL)
815 { 667 {
816 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
817 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
818 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
819 tmp->map = op->map; 671 tmp->map = op->map;
820 if (head) 672 if (head)
821 { 673 {
822 tmp->head = head; 674 tmp->head = head;
823 prev->more = tmp; 675 prev->more = tmp;
824 } 676 }
677
825 if (!head) 678 if (!head)
826 head = tmp; 679 head = tmp;
680
827 prev = tmp; 681 prev = tmp;
682
828 at = at->more; 683 at = (archetype *)at->more;
829 } 684 }
830 685
831 if (head->randomitems) 686 if (head->randomitems)
832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
833 688
834 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
835 690
836 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
837 tmp = get_archetype ("burnout"); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
838 tmp->map = op->map;
839 tmp->x = op->x + freearr_x[dir];
840 tmp->y = op->y + freearr_y[dir];
841 insert_ob_in_map (tmp, op->map, op, 0);
842 } 693 }
843} 694}
844 695
845/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
846 * places them in nearby squares. 697 * places them in nearby squares.
853 * Note that this is not used by any spells (summon evil monsters 704 * Note that this is not used by any spells (summon evil monsters
854 * use to call this, but best I can tell, that spell/ability was 705 * use to call this, but best I can tell, that spell/ability was
855 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
856 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
857 */ 708 */
858
859int 709int
860summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
861{ 711{
862 int i; 712 int i;
863 713
873{ 723{
874 int attacktype; 724 int attacktype;
875 int face; 725 int face;
876} ATTACKS[22] = 726} ATTACKS[22] =
877{ 727{
878 {
879 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
880 {
881 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
882 {
883 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
884 {
885 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
886 {
887 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
888 {
889 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
890 {
891 AT_FIRE, 2}, 734 { AT_FIRE, 2},
892 {
893 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
894 {
895 AT_FIRE, 2}, 736 { AT_FIRE, 2},
896 {
897 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
898 {
899 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
901 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
902 {
903 AT_COLD, 4}, 740 { AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4}, 742 { AT_COLD, 4},
908 {
909 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
910 {
911 AT_POISON, 7}, 744 { AT_POISON, 7},
912 {
913 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
914 {
915 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
916 {
917 AT_SLOW, 8}, 747 { AT_SLOW, 8},
918 {
919 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
920 {
921AT_FEAR, 10}}; 749 { AT_FEAR, 10},
922 750};
923
924 751
925/* shuffle_attack: peterm 752/* shuffle_attack: peterm
926 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
927 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
928 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
951 { 778 {
952 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
953 } 780 }
954} 781}
955 782
956
957/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
958 * at casting a prayer. 784 * at casting a prayer.
959 * op is the player. 785 * op is the player.
960 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
961 * power is how much grace the spell would normally take to cast. 787 * power is how much grace the spell would normally take to cast.
962 */ 788 */
963 789static void
964void
965prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
966{ 791{
967 const char *godname; 792 const char *godname;
968 object *tmp; 793 object *tmp;
969 794
973 if (failure <= -20 && failure > -40) /* wonder */ 798 if (failure <= -20 && failure > -40) /* wonder */
974 { 799 {
975 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
976 tmp = get_archetype (SPELL_WONDER); 801 tmp = get_archetype (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp); 802 cast_cone (op, op, 0, tmp);
978 free_object (tmp); 803 tmp->destroy ();
979 } 804 }
980 805
981 else if (failure <= -40 && failure > -60) /* confusion */ 806 else if (failure <= -40 && failure > -60) /* confusion */
982 { 807 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
1017 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
1018 { 843 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1020 tmp = get_archetype (SPELL_WONDER); 845 tmp = get_archetype (SPELL_WONDER);
1021 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
1022 free_object (tmp); 847 tmp->destroy ();
1023 } 848 }
1024 849
1025 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
1026 { 851 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1046 else 871 else
1047 { 872 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA); 874 tmp = get_archetype (LOOSE_MANA);
1050 tmp->level = skill->level; 875 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053 876
1054 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
1056 879
1057 if (power > 25) 880 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power); 881 tmp->stats.dam = 25 + isqrt (power);
1059 else 882 else
1060 tmp->stats.dam = power; /* nasty recoils! */ 883 tmp->stats.dam = power; /* nasty recoils! */
1061 884
1062 tmp->stats.maxhp = tmp->count; 885 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0); 886
887 tmp->insert_at (op);
1064 } 888 }
1065 } 889 }
1066} 890}
1067 891
1068int 892static int
1069cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1070{ 894{
1071 int success;
1072 player *pl;
1073 object *spell;
1074
1075 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1076 { 896 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0; 898 return 0;
1079 } 899 }
900
1080 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1081 902
1082 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1084 905
1085 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1086 { 907 {
1087 remove_ob (spell); 908 spell->remove ();
1088 return success; 909 return success;
1089 } 910 }
1090 for (pl = first_player; pl != NULL; pl = pl->next) 911
1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 912 for_all_players (pl)
1092 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1094 } 917
1095 remove_ob (spell); 918 spell->remove ();
1096 return success; 919 return success;
1097} 920}
1098 921
1099/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1100 * 923 *
1104 * same as op. 927 * same as op.
1105 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
1106 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1107 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
1108 * we can determine what to do. 931 * we can determine what to do.
1109 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
1110 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
1111 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
1112 * etc. 935 * etc.
1113 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
1114 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
1121 * 944 *
1122 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1123 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1124 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1125 */ 948 */
1126
1127int 949int
1128cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1129{ 951{
1130
1131 const char *godname; 952 const char *godname;
1132 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1133 object *skill = NULL; 954 object *skill = NULL;
1134
1135 old_shoottype = op->contr ? op->contr->shoottype : 0;
1136 955
1137 if (!spell_ob) 956 if (!spell_ob)
1138 { 957 {
1139 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1140 return 0; 959 return 0;
1141 } 960 }
961
1142 if (!strcmp ((godname = determine_god (op)), "none")) 962 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit"; 963 godname = "A random spirit";
1144 964
1145 /* the caller should set caster to op if appropriate */ 965 /* the caller should set caster to op if appropriate */
1146 if (!caster) 966 if (!caster)
1150 } 970 }
1151 971
1152 /* if caster is a spell casting object, this normally shouldn't be 972 /* if caster is a spell casting object, this normally shouldn't be
1153 * an issue, because they don't have any spellpaths set up. 973 * an issue, because they don't have any spellpaths set up.
1154 */ 974 */
1155 if (caster->path_denied & spell_ob->path_attuned) 975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1156 { 976 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1158 return 0; 978 return 0;
1159 } 979 }
1160 980
1167 * need to have the right skill pointer passed, so we need to 987 * need to have the right skill pointer passed, so we need to
1168 * at least process that code. 988 * at least process that code.
1169 */ 989 */
1170 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1171 { 991 {
1172 cast_level = caster_level (caster, spell_ob);
1173 if (spell_ob->skill) 992 if (spell_ob->skill)
1174 { 993 {
1175 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1176 if (!skill) 996 if (!skill)
1177 { 997 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1179 return 0; 1002 return 0;
1180 } 1003 }
1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1004
1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1182 { 1010 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1184 return 0; 1027 return 0;
1185 } 1028 }
1186 } 1029 }
1030
1187 /* If the caster is the wiz, they don't ever fail, and don't have 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1188 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1189 */ 1033 */
1190 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1191 { 1035 {
1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1193 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1194 { 1038 {
1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1196 return 0; 1040 return 0;
1197 } 1041 }
1042
1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1199 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1200 { 1045 {
1201 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1202 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1203 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1205 }
1206 else 1049 else
1207 { 1050 {
1208 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1210 return 0; 1053 return 0;
1211 } 1054 }
1212 } 1055 }
1213 1056
1214 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1215 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1216 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1217 { 1060 {
1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1220 if (settings.casting_time == TRUE) 1063
1221 {
1222 op->casting_time = -1;
1223 }
1224 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1225 return 0; 1065 return 0;
1226 } 1066 }
1227 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1228 { 1068 {
1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1230 1070
1231 if (failure < 0) 1071 if (failure < 0)
1232 { 1072 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1234 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1236 op->contr->shoottype = (rangetype) old_shoottype; 1076
1237 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1238 return 0; 1078 return 0;
1239 } 1079 }
1240 } 1080 }
1241 } 1081 }
1242 } 1082 }
1243 1083
1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1245 1085
1246 /* See if we can cast a spell here. If the caster and op are 1086 /* See if we can cast a spell here. If the caster and op are
1247 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1248 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1249 * doing. 1089 * doing.
1250 */ 1090 */
1251 1091
1252 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1253 { 1093 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1255 return 0; 1095 return 0;
1256 } 1096 }
1257 1097
1258 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION) 1099 && (caster->type != POTION)
1264 { 1104 {
1265 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1266 return 0; 1106 return 0;
1267 1107
1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1270 else 1110 else if (object *item = op->contr->ranged_ob)
1271 switch (op->contr->shoottype)
1272 { 1111 {
1273 case range_magic: 1112 if (item->type == SPELL)
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1275 break; 1114 else if (item->type == SCROLL)
1276 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
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)
1299 {
1300 op->spellarg = strdup_local (stringarg);
1301 }
1302 else 1116 else
1303 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1304 return 0;
1305 }
1306 else if (op->casting_time != 0)
1307 {
1308 if (op->type == PLAYER)
1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1310 return 0;
1311 } 1118 }
1312 else 1119 else
1313 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1314 op->casting_time = -1; 1121
1315 spell_ob = op->spell; 1122 return 0;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 { 1123 }
1124
1321 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in 1126 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time. 1130 * the player any time.
1327 * Ignore casting time for firewalls 1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long
1328 */ 1138 */
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
1334 */
1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1337 } 1141 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1142 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); 1143 op->speed_left -= 2 * FABS (op->speed);
1341 }
1342 }
1343 1144
1344 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1345 { 1146 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1147 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); 1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1354 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1355 { 1156 {
1356 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1357 if (!skill) 1158 if (!skill)
1358 { 1159 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1360 return 0; 1161 return 0;
1361 } 1162 }
1163
1362 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1363 } 1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1364 1169
1365 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1366 { 1171 {
1367 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1368 * in in spells.h. 1173 * in spells.h.
1369 */ 1174 */
1370 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1372 break; 1177 break;
1373 1178
1374 case SP_RUNE: 1179 case SP_RUNE:
1375 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1376 break; 1181 break;
1377 1182
1378 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1379 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1380 break; 1185 break;
1381 1186
1382 case SP_BOLT: 1187 case SP_BOLT:
1383 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1384 break; 1189 break;
1385 1190
1386 case SP_BULLET: 1191 case SP_BULLET:
1387 success = fire_bullet (op, caster, dir, spell_ob); 1192 success = fire_bullet (op, caster, dir, spell_ob);
1388 break; 1193 break;
1389 1194
1390 case SP_CONE: 1195 case SP_CONE:
1391 success = cast_cone (op, caster, dir, spell_ob); 1196 success = cast_cone (op, caster, dir, spell_ob);
1392 break; 1197 break;
1393 1198
1394 case SP_BOMB: 1199 case SP_BOMB:
1395 success = create_bomb (op, caster, dir, spell_ob); 1200 success = create_bomb (op, caster, dir, spell_ob);
1396 break; 1201 break;
1397 1202
1398 case SP_WONDER: 1203 case SP_WONDER:
1399 success = cast_wonder (op, caster, dir, spell_ob); 1204 success = cast_wonder (op, caster, dir, spell_ob);
1400 break; 1205 break;
1401 1206
1402 case SP_SMITE: 1207 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break; 1209 break;
1405 1210
1406 case SP_MAGIC_MISSILE: 1211 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); 1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1408 break; 1213 break;
1409 1214
1410 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break; 1217 break;
1414 1218
1415 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1417 * moved. 1221 * moved.
1418 */ 1222 */
1419 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1420 break; 1224 break;
1421 1225
1422 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1423 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1424 { 1228 {
1425 spell_effect (spell_ob, op->x, op->y, op->map, op); 1229 spell_effect (spell_ob, op->x, op->y, op->map, op);
1426 draw_magic_map (op); 1230 draw_magic_map (op);
1427 success = 1; 1231 success = 1;
1428 } 1232 }
1429 else 1233 else
1234 success = 0;
1235 break;
1236
1237 case SP_MAGIC_WALL:
1238 success = magic_wall (op, caster, dir, spell_ob);
1239 break;
1240
1241 case SP_DESTRUCTION:
1242 success = cast_destruction (op, caster, spell_ob);
1243 break;
1244
1245 case SP_PERCEIVE_SELF:
1246 success = perceive_self (op);
1247 break;
1248
1249 case SP_WORD_OF_RECALL:
1250 success = cast_word_of_recall (op, caster, spell_ob);
1251 break;
1252
1253 case SP_INVISIBLE:
1254 success = cast_invisible (op, caster, spell_ob);
1255 break;
1256
1257 case SP_PROBE:
1258 success = probe (op, caster, spell_ob, dir);
1259 break;
1260
1261 case SP_HEALING:
1262 success = cast_heal (op, caster, spell_ob, dir);
1263 break;
1264
1265 case SP_CREATE_FOOD:
1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1267 break;
1268
1269 case SP_EARTH_TO_DUST:
1270 success = cast_earth_to_dust (op, caster, spell_ob);
1271 break;
1272
1273 case SP_CHANGE_ABILITY:
1274 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1275 break;
1276
1277 case SP_BLESS:
1278 success = cast_bless (op, caster, spell_ob, dir);
1279 break;
1280
1281 case SP_CURSE:
1282 success = cast_curse (op, caster, spell_ob, dir);
1283 break;
1284
1285 case SP_SUMMON_MONSTER:
1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1287 break;
1288
1289 case SP_CHARGING:
1290 success = recharge (op, caster, spell_ob);
1291 break;
1292
1293 case SP_POLYMORPH:
1294#ifdef NO_POLYMORPH
1295 /* Not great, but at least provide feedback so if players do have
1296 * polymorph (ie, find it as a preset item or left over from before
1297 * it was disabled), they get some feedback.
1298 */
1299 op->failmsg ("The spell fizzles!");
1300 success = 0;
1301#else
1302 success = cast_polymorph (op, caster, spell_ob, dir);
1303#endif
1304 break;
1305
1306 case SP_ALCHEMY:
1307 success = alchemy (op, caster, spell_ob);
1308 break;
1309
1310 case SP_REMOVE_CURSE:
1311 success = remove_curse (op, caster, spell_ob);
1312 break;
1313
1314 case SP_IDENTIFY:
1315 success = cast_identify (op, caster, spell_ob);
1316 break;
1317
1318 case SP_DETECTION:
1319 success = cast_detection (op, caster, spell_ob, skill);
1320 break;
1321
1322 case SP_MOOD_CHANGE:
1323 success = mood_change (op, caster, spell_ob);
1324 break;
1325
1326 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1430 success = 0; 1330 success = 0;
1331 }
1332 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1431 break; 1334 break;
1432 1335
1433 case SP_MAGIC_WALL:
1434 success = magic_wall (op, caster, dir, spell_ob);
1435 break;
1436
1437 case SP_DESTRUCTION:
1438 success = cast_destruction (op, caster, spell_ob);
1439 break;
1440
1441 case SP_PERCEIVE_SELF:
1442 success = perceive_self (op);
1443 break;
1444
1445 case SP_WORD_OF_RECALL:
1446 success = cast_word_of_recall (op, caster, spell_ob);
1447 break;
1448
1449 case SP_INVISIBLE:
1450 success = cast_invisible (op, caster, spell_ob);
1451 break;
1452
1453 case SP_PROBE:
1454 success = probe (op, caster, spell_ob, dir);
1455 break;
1456
1457 case SP_HEALING:
1458 success = cast_heal (op, caster, spell_ob, dir);
1459 break;
1460
1461 case SP_CREATE_FOOD:
1462 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1463 break;
1464
1465 case SP_EARTH_TO_DUST:
1466 success = cast_earth_to_dust (op, caster, spell_ob);
1467 break;
1468
1469 case SP_CHANGE_ABILITY:
1470 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1471 break;
1472
1473 case SP_BLESS:
1474 success = cast_bless (op, caster, spell_ob, dir);
1475 break;
1476
1477 case SP_CURSE:
1478 success = cast_curse (op, caster, spell_ob, dir);
1479 break;
1480
1481 case SP_SUMMON_MONSTER:
1482 success = summon_object (op, caster, spell_ob, dir, stringarg);
1483 break;
1484
1485 case SP_CHARGING:
1486 success = recharge (op, caster, spell_ob);
1487 break;
1488
1489 case SP_POLYMORPH:
1490#ifdef NO_POLYMORPH
1491 /* Not great, but at least provide feedback so if players do have
1492 * polymorph (ie, find it as a preset item or left over from before
1493 * it was disabled), they get some feedback.
1494 */
1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1496 success = 0;
1497#else
1498 success = cast_polymorph (op, caster, spell_ob, dir);
1499#endif
1500 break;
1501
1502 case SP_ALCHEMY:
1503 success = alchemy (op, caster, spell_ob);
1504 break;
1505
1506 case SP_REMOVE_CURSE:
1507 success = remove_curse (op, caster, spell_ob);
1508 break;
1509
1510 case SP_IDENTIFY:
1511 success = cast_identify (op, caster, spell_ob);
1512 break;
1513
1514 case SP_DETECTION:
1515 success = cast_detection (op, caster, spell_ob, skill);
1516 break;
1517
1518 case SP_MOOD_CHANGE:
1519 success = mood_change (op, caster, spell_ob);
1520 break;
1521
1522 case SP_MOVING_BALL:
1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1526 success = 0;
1527 }
1528 else
1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1530 break;
1531
1532 case SP_SWARM: 1336 case SP_SWARM:
1533 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1534 break; 1338 break;
1535 1339
1536 case SP_CHANGE_MANA: 1340 case SP_CHANGE_MANA:
1537 success = cast_transfer (op, caster, spell_ob, dir); 1341 success = cast_transfer (op, caster, spell_ob, dir);
1538 break; 1342 break;
1539 1343
1540 case SP_DISPEL_RUNE: 1344 case SP_DISPEL_RUNE:
1541 /* in rune.c */ 1345 /* in rune.c */
1542 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1543 break; 1347 break;
1544 1348
1545 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1546 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1547 break; 1351 break;
1548 1352
1549 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1550 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1551 break; 1355 break;
1552 1356
1553 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1554 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1555 old_shoottype = range_golem;
1556 break; 1359 break;
1557 1360
1558 case SP_LIGHT: 1361 case SP_LIGHT:
1559 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1560 break; 1363 break;
1561 1364
1562 case SP_CHANGE_MAP_LIGHT: 1365 case SP_CHANGE_MAP_LIGHT:
1563 success = cast_change_map_lightlevel (op, caster, spell_ob); 1366 success = cast_change_map_lightlevel (op, caster, spell_ob);
1564 break; 1367 break;
1565 1368
1566 case SP_FAERY_FIRE: 1369 case SP_FAERY_FIRE:
1567 success = cast_destruction (op, caster, spell_ob); 1370 success = cast_destruction (op, caster, spell_ob);
1568 break; 1371 break;
1569 1372
1570 case SP_CAUSE_DISEASE: 1373 case SP_CAUSE_DISEASE:
1571 success = cast_cause_disease (op, caster, spell_ob, dir); 1374 success = cast_cause_disease (op, caster, spell_ob, dir);
1572 break; 1375 break;
1573 1376
1574 case SP_AURA: 1377 case SP_AURA:
1575 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1576 break; 1379 break;
1577 1380
1578 case SP_TOWN_PORTAL:
1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1580 break;
1581
1582 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1584 break; 1383 break;
1585 1384
1586 default: 1385 default:
1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1589
1590
1591 }
1592
1593 /* FIXME - we need some better sound suppport */
1594 // yes, for example, augment map info with the spell effect
1595 // so clients can calculate the sounds themselves
1596 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1597
1598 /* free the spell arg */
1599 if (settings.casting_time == TRUE && stringarg)
1600 { 1387 }
1601 free (stringarg); 1388
1602 stringarg = NULL; 1389 op->play_sound (
1603 } 1390 success
1604 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1605 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1606 * it again. 1393 : sound_find ("spell_success")
1607 */ 1394 : sound_find ("fumble_spell")
1608 if (op->contr) 1395 );
1609 op->contr->shoottype = (rangetype) old_shoottype;
1610 1396
1611 return success; 1397 return success;
1612} 1398}
1613 1399
1614
1615/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1616 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1617 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1618 */ 1403 */
1619void 1404void
1620move_spell_effect (object *op) 1405move_spell_effect (object *op)
1621{ 1406{
1622
1623 switch (op->subtype) 1407 switch (op->subtype)
1624 { 1408 {
1625 case SP_BOLT: 1409 case SP_BOLT:
1626 move_bolt (op); 1410 move_bolt (op);
1627 break; 1411 break;
1628 1412
1629 case SP_BULLET: 1413 case SP_BULLET:
1630 move_bullet (op); 1414 move_bullet (op);
1631 break; 1415 break;
1632 1416
1633 case SP_EXPLOSION: 1417 case SP_EXPLOSION:
1634 explosion (op); 1418 explosion (op);
1635 break; 1419 break;
1636 1420
1637 case SP_CONE: 1421 case SP_CONE:
1638 move_cone (op); 1422 move_cone (op);
1639 break; 1423 break;
1640 1424
1641 case SP_BOMB: 1425 case SP_BOMB:
1642 animate_bomb (op); 1426 animate_bomb (op);
1643 break; 1427 break;
1644 1428
1645 case SP_MAGIC_MISSILE: 1429 case SP_MAGIC_MISSILE:
1646 move_missile (op); 1430 move_missile (op);
1647 break; 1431 break;
1648 1432
1649 case SP_WORD_OF_RECALL: 1433 case SP_WORD_OF_RECALL:
1650 execute_word_of_recall (op); 1434 execute_word_of_recall (op);
1651 break; 1435 break;
1652 1436
1653 case SP_MOVING_BALL: 1437 case SP_MOVING_BALL:
1654 move_ball_spell (op); 1438 move_ball_spell (op);
1655 break; 1439 break;
1656 1440
1657 case SP_SWARM: 1441 case SP_SWARM:
1658 move_swarm_spell (op); 1442 move_swarm_spell (op);
1659 break; 1443 break;
1660 1444
1661 case SP_AURA: 1445 case SP_AURA:
1662 move_aura (op); 1446 move_aura (op);
1663 break; 1447 break;
1664
1665 } 1448 }
1666} 1449}
1667 1450
1668/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1669 * something runs into the object. 1452 * something runs into the object.
1670 */ 1453 */
1671void 1454static void
1672check_spell_effect (object *op) 1455check_spell_effect (object *op)
1673{ 1456{
1674
1675 switch (op->subtype) 1457 switch (op->subtype)
1676 { 1458 {
1677 case SP_BOLT: 1459 case SP_BOLT:
1678 move_bolt (op); 1460 move_bolt (op);
1679 return; 1461 return;
1680 1462
1681 case SP_BULLET: 1463 case SP_BULLET:
1682 check_bullet (op); 1464 check_bullet (op);
1683 return; 1465 return;
1684 } 1466 }
1685
1686} 1467}
1687 1468
1688/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1689 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1690 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1691 * objects of the appropraite type. 1472 * objects of the appropriate type.
1692 */ 1473 */
1693void 1474void
1694apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1695{ 1476{
1696 switch (spell->subtype) 1477 switch (spell->subtype)
1697 { 1478 {
1698 case SP_CONE: 1479 case SP_CONE:
1699 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1700 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1701 break; 1482 break;
1702 1483
1703 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 { 1486 {
1706 tag_t spell_tag = spell->count;
1707
1708 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1709 if (!was_destroyed (spell, spell_tag))
1710 {
1711 remove_ob (spell);
1712 free_object (spell);
1713 }
1714 }
1715 break;
1716
1717 case SP_MOVING_BALL:
1718 if (QUERY_FLAG (victim, FLAG_ALIVE))
1719 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy ();
1489 }
1490 break;
1491
1492 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1720 else if (victim->material || victim->materialname) 1495 else if (victim->materialname)
1721 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1722 break; 1498 break;
1723 } 1499 }
1724} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines