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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.14 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* 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
37 * 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
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * 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
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 { 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 /* This case is not a bug, just the fact that this function is 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 * usually called BEFORE checking for path_deny. -AV
191 */
192#if 0
193 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
194#endif
195 return 1;
196 }
197 new_level = spell->level
198 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
199 return (new_level < 1) ? 1 : new_level;
200} 99}
201
202 100
203/* This function returns the effective level the spell 101/* This function returns the effective level the spell
204 * is being cast at. 102 * is being cast at.
205 * Note that I changed the repelled/attuned bonus to 2 from 5.
206 * This is because the new code compares casting_level against
207 * min_caster_level, so the difference is effectively 4
208 */ 103 */
209
210int 104int
211caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
212{ 106{
213 int level = caster->level; 107 int level = caster->level;
214
215 /* If this is a player, try to find the matching skill */
216 if (caster->type == PLAYER && spell->skill)
217 {
218 int i;
219
220 for (i = 0; i < NUM_SKILLS; i++)
221 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
222 {
223 level = caster->contr->last_skill_ob[i]->level;
224 break;
225 }
226 }
227 108
228 /* 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. */
229 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
230 { 111 {
231 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);
232 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
233 114
234 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
235 } 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;
236 120
237 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
238 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);
239 128
240 /* 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
241 * errors in various places. 130 * errors in various places.
242 */ 131 */
243 if (level < 1) 132 return clamp (level, 1, settings.max_level);
244 level = 1;
245 return level;
246} 133}
247 134
248/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
249 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
250 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
254 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
255 * spell is the spell object. 142 * spell is the spell object.
256 * 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
257 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
258 */ 145 */
259
260sint16 146sint16
261SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
262{ 148{
263 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
264 150
265 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
266 { 152 {
267 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
268 { 154 {
289 else 175 else
290 { 176 {
291 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
292 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
293 sp = 1; 179 sp = 1;
180
294 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
295 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
296 grace = 1; 183 grace = 1;
297 } 184 }
185
298 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
299 return MAX (sp, grace); 187 return MAX (sp, grace);
300 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
301 return grace; 189 return grace;
302 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
306 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);
307 return 0; 195 return 0;
308 } 196 }
309} 197}
310 198
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}
311 209
312/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
313 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
314 */ 212 */
315int 213int
316SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
317{ 215{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
324 adj /= spob->dam_modifier;
325 else
326 adj = 0;
327 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
328} 220}
329 221
330/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
333 */ 225 */
334int 226int
335SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
336{ 228{
337 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob);
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
343 adj /= spob->duration_modifier;
344 else
345 adj = 0;
346
347 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
348} 233}
349 234
350/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
351 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
352 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
353 */ 238 */
354int 239int
355SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
356{ 241{
357 int level = caster_level (caster, spob);
358 int adj = level - min_casting_level (caster, spob);
359
360 if (adj < 0)
361 adj = 0;
362 if (spob->range_modifier) 242 if (!spob->range_modifier)
363 adj /= spob->range_modifier;
364 else
365 adj = 0;
366
367 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
368} 246}
369 247
370/* 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
371 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
372 * 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.
373 */ 251 */
374object * 252object *
375check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
376{ 254{
377 object *spop; 255 object *spop;
378 256
379 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
380 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
381 return spop; 259 return spop;
382 260
383 return NULL; 261 return 0;
384} 262}
385
386 263
387/* 264/*
388 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
389 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
390 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
391 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
392 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
393 * exact match, we also return NULL. 270 * exact match, we also return NULL.
394 */ 271 */
395
396object * 272object *
397lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
398{ 274{
399 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
400 int nummatch = 0; 276 int nummatch = 0;
401 277
402 if (spname == NULL) 278 if (!spname)
403 return NULL; 279 return 0;
404 280
405 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
406 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
407 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
408 */ 284 */
409 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
410 { 286 {
411 if (spob->type == SPELL) 287 if (spob->type == SPELL)
412 { 288 {
289 // TODO: WTF?
413 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
414 { 291 {
415 nummatch++; 292 nummatch++;
416 spob1 = spob; 293 spob1 = spob;
417 } 294 }
422 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
423 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
424 */ 301 */
425 if (spob2) 302 if (spob2)
426 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
427 spob2 = spob; 305 spob2 = spob;
428 } 306 }
429 } 307 }
430 } 308 }
431 /* 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
432 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
433 */ 311 */
434 if (spob2) 312 if (spob2)
435 return spob2; 313 return spob2;
314
436 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
437 return spob1; 316 return spob1;
317
438 return NULL; 318 return NULL;
439} 319}
440 320
441/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
442 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
444 * reflect_spell fails.) 324 * reflect_spell fails.)
445 * Caller should be sure it passes us valid map coordinates 325 * Caller should be sure it passes us valid map coordinates
446 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
447 */ 327 */
448int 328int
449reflwall (mapstruct *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
450{ 330{
451 object *op;
452
453 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
454 return 0; 332 return 0;
455 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 333
456 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)
457 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)))
458 return 1; 338 return 1;
459 339
460 return 0; 340 return 0;
461} 341}
462 342
468 * in. 348 * in.
469 */ 349 */
470int 350int
471cast_create_obj (object *op, object *caster, object *new_op, int dir) 351cast_create_obj (object *op, object *caster, object *new_op, int dir)
472{ 352{
473 mapstruct *m; 353 maptile *m;
474 sint16 sx, sy; 354 sint16 sx, sy;
475 355
476 if (dir && 356 if (dir &&
477 ((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) ||
478 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))))
479 { 359 {
480 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.");
481 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.");
482 dir = 0; 362 dir = 0;
483 } 363 }
484 new_op->x = op->x + freearr_x[dir]; 364
485 new_op->y = op->y + freearr_y[dir]; 365 SET_FLAG (new_op, FLAG_IDENTIFIED);
486 if (dir == 0) 366 op->map->insert (new_op,
487 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
488 else 368 op,
489 insert_ob_in_map (new_op, op->map, op, 0); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
490 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;
491} 390}
492 391
493/* 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.
494 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
495 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
496 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
497 * 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
498 * 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.
499 * 398 */
500 */
501
502int 399int
503ok_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)
504{ 401{
505 object *tmp; 402 if (!xy_normalise (m, x, y))
506 int mflags;
507 mapstruct *mp;
508
509 mp = m;
510 mflags = get_map_flags (m, &mp, x, y, &x, &y);
511
512 if (mflags & P_OUT_OF_MAP)
513 return 0; 403 return 0;
514 404
515 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))
516 return 0; 409 return 0;
517 410
518 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)
519 { 414 {
520 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
521 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
522 * 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
523 * 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
524 * 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
525 * 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
526 * 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
527 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
528 */ 423 */
529 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
530 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
531 (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))
532 return 0; 438 return 0;
533 439
534 /* This is to prevent 'out of control' spells. Basically, this
535 * limits one spell effect per space per spell. This is definately
536 * needed for performance reasons, and just for playability I believe.
537 * there are no such things as multispaced spells right now, so
538 * we don't need to worry about the head.
539 */
540 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
541 return 0;
542
543 /*
544 * Combine similar spell effects into one spell effect. Needed for
545 * performance reasons with meteor swarm and the like, but also for
546 * playability reasons.
547 */
548 if (tmp->arch == op->arch
549 && tmp->type == op->type 440 if (tmp->type == op->type)
550 && tmp->subtype == op->subtype
551 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
552 { 441 {
553 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
554 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
555 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)
556 return 0; 474 return 0;
557 } 475 }
558 476
559 /* 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
560 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
561 */ 479 */
562 } 480 }
481
563 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
564 return 1; 483 return 1;
565} 484}
566 485
567/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
572 * dir: direction to fire in. 491 * dir: direction to fire in.
573 * 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
574 * to fire. 493 * to fire.
575 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
576 */ 495 */
577
578int 496int
579fire_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)
580{ 498{
581 object *tmp;
582 int mflags;
583 mapstruct *m;
584
585 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
586 return 0; 500 return 0;
587 501
588 m = op->map; 502 object *tmp = spell->other_arch->instance ();
589 mflags = get_map_flags (m, &m, x, y, &x, &y);
590 if (mflags & P_OUT_OF_MAP)
591 {
592 return 0;
593 }
594 503
595 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
596
597 if (tmp == NULL)
598 return 0; 505 return 0;
599
600 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
603 free_object (tmp);
604 return 0;
605 }
606
607
608 506
609 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);
610 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
611 /* 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 */
612 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
613 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
614 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
615 tmp->x = x;
616 tmp->y = y;
617 tmp->direction = dir; 513 tmp->direction = dir;
618 if (get_owner (op) != NULL) 514 tmp->set_owner (op);
619 copy_owner (tmp, op);
620 else
621 set_owner (tmp, op);
622 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
623 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
624 517
625 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
626 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
627 {
628 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
629 return 0; 521 return 0;
630 } 522
631 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
632 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
633 525
634 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
635 return 1;
636
637 move_spell_effect (tmp); 527 move_spell_effect (tmp);
638 528
639 return 1; 529 return 1;
640} 530}
641
642
643 531
644/***************************************************************************** 532/*****************************************************************************
645 * 533 *
646 * Code related to rods - perhaps better located in another file? 534 * Code related to rods - perhaps better located in another file?
647 * 535 *
648 ****************************************************************************/ 536 ****************************************************************************/
649
650void 537void
651regenerate_rod (object *rod) 538regenerate_rod (object *rod)
652{ 539{
653 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
654 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
655 rod->stats.hp += 1 + rod->stats.maxhp / 10;
656
657 if (rod->stats.hp > rod->stats.maxhp)
658 rod->stats.hp = rod->stats.maxhp;
659 }
660} 542}
661
662 543
663void 544void
664drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
665{ 546{
666 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);
667} 548}
668
669
670
671 549
672/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
673 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
674 * 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),
675 * 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
676 * NULL if no good object. 554 * NULL if no good object.
677 */ 555 */
678
679object * 556object *
680find_target_for_friendly_spell (object *op, int dir) 557find_target_for_friendly_spell (object *op, int dir)
681{ 558{
682 object *tmp; 559 object *tmp;
683 mapstruct *m;
684 sint16 x, y;
685 int mflags;
686 560
687 /* 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,
688 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
689 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
690 */ 564 */
691 if (op->type != PLAYER && op->type != RUNE) 565 if (op->type != PLAYER && op->type != RUNE)
692 { 566 {
693 tmp = get_owner (op); 567 tmp = op->owner;
694 /* 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
695 * to the caster. 569 * to the caster.
696 */ 570 */
697 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
698 tmp = op; 572 tmp = op;
699 } 573 }
700 else 574 else
701 { 575 {
702 m = op->map; 576 maptile *m = op->map;
703 x = op->x + freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
704 y = op->y + freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
705
706 mflags = get_map_flags (m, &m, x, y, &x, &y);
707
708 if (mflags & P_OUT_OF_MAP)
709 tmp = NULL;
710 else
711 { 579
712 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 580 tmp = xy_normalise (m, x, y)
713 if (tmp->type == PLAYER) 581 ? m->at (x, y).player ()
714 break; 582 : 0;
715 }
716 } 583 }
584
717 /* 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 */
718 if (tmp == NULL) 586 if (!tmp)
719 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 587 tmp = op->ms ().player ();
720 {
721 if (tmp->type == PLAYER)
722 break;
723 }
724 588
725 return tmp; 589 return tmp;
726} 590}
727
728
729 591
730/* raytrace: 592/* raytrace:
731 * 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
732 * 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
733 * live objects. 595 * live objects.
736 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
737 * 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
738 * any, otherwise -1. 600 * any, otherwise -1.
739 * 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.
740 */ 602 */
741
742int 603int
743spell_find_dir (mapstruct *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
744{ 605{
745 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
746 sint16 nx, ny; 607 sint16 nx, ny;
747 int owner_type = 0, mflags; 608 int owner_type = 0, mflags;
748 object *tmp; 609 object *tmp;
749 mapstruct *mp; 610 maptile *mp;
750 611
751 if (exclude && exclude->head) 612 if (exclude && exclude->head)
752 exclude = exclude->head; 613 exclude = exclude->head;
753 if (exclude && exclude->type) 614 if (exclude && exclude->type)
754 owner_type = exclude->type; 615 owner_type = exclude->type;
760 mp = m; 621 mp = m;
761 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
762 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
763 continue; 624 continue;
764 625
765 tmp = get_map_ob (mp, nx, ny); 626 tmp = GET_MAP_OB (mp, nx, ny);
766 627
767 while (tmp != NULL && (((owner_type == PLAYER && 628 while (tmp != NULL && (((owner_type == PLAYER &&
768 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
769 (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))))
770 tmp = tmp->above; 631 tmp = tmp->above;
773 return freedir[i]; 634 return freedir[i];
774 } 635 }
775 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
776} 637}
777 638
778
779
780/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
781 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
782 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
783 */ 642 */
784 643static void
785void
786put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
787{ 645{
788 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
789 archetype *at; 647 archetype *at;
790 int dir; 648 int dir;
796 654
797 /* find a free square nearby 655 /* find a free square nearby
798 * first we check the closest square for free squares 656 * first we check the closest square for free squares
799 */ 657 */
800 658
801 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);
802 if (dir != -1) 660 if (dir != -1)
803 { 661 {
804 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
805 * insert multipart monsters properly 663 * insert multipart monsters properly
806 */ 664 */
665 //TODO: use expand_tail + ...
807 while (at != NULL) 666 while (at != NULL)
808 { 667 {
809 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
810 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
811 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
812 tmp->map = op->map; 671 tmp->map = op->map;
813 if (head) 672 if (head)
814 { 673 {
815 tmp->head = head; 674 tmp->head = head;
816 prev->more = tmp; 675 prev->more = tmp;
817 } 676 }
677
818 if (!head) 678 if (!head)
819 head = tmp; 679 head = tmp;
680
820 prev = tmp; 681 prev = tmp;
682
821 at = at->more; 683 at = (archetype *)at->more;
822 } 684 }
823 685
824 if (head->randomitems) 686 if (head->randomitems)
825 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
826 688
827 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
828 690
829 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
830 tmp = get_archetype ("burnout"); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
831 tmp->map = op->map;
832 tmp->x = op->x + freearr_x[dir];
833 tmp->y = op->y + freearr_y[dir];
834 insert_ob_in_map (tmp, op->map, op, 0);
835 } 693 }
836} 694}
837 695
838/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
839 * places them in nearby squares. 697 * places them in nearby squares.
846 * 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
847 * 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
848 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
849 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
850 */ 708 */
851
852int 709int
853summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
854{ 711{
855 int i; 712 int i;
856 713
866{ 723{
867 int attacktype; 724 int attacktype;
868 int face; 725 int face;
869} ATTACKS[22] = 726} ATTACKS[22] =
870{ 727{
871 {
872 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
873 {
874 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
875 {
876 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
877 {
878 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
879 {
880 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
881 {
882 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
883 {
884 AT_FIRE, 2}, 734 { AT_FIRE, 2},
885 {
886 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
887 {
888 AT_FIRE, 2}, 736 { AT_FIRE, 2},
889 {
890 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
891 {
892 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
893 {
894 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
895 {
896 AT_COLD, 4}, 740 { AT_COLD, 4},
897 {
898 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
899 {
900 AT_COLD, 4}, 742 { AT_COLD, 4},
901 {
902 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
903 {
904 AT_POISON, 7}, 744 { AT_POISON, 7},
905 {
906 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
907 {
908 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
909 {
910 AT_SLOW, 8}, 747 { AT_SLOW, 8},
911 {
912 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
913 {
914AT_FEAR, 10}}; 749 { AT_FEAR, 10},
915 750};
916
917 751
918/* shuffle_attack: peterm 752/* shuffle_attack: peterm
919 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
920 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
921 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
944 { 778 {
945 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
946 } 780 }
947} 781}
948 782
949
950/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
951 * at casting a prayer. 784 * at casting a prayer.
952 * op is the player. 785 * op is the player.
953 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
954 * 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.
955 */ 788 */
956 789static void
957void
958prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
959{ 791{
960 const char *godname; 792 const char *godname;
961 object *tmp; 793 object *tmp;
962 794
966 if (failure <= -20 && failure > -40) /* wonder */ 798 if (failure <= -20 && failure > -40) /* wonder */
967 { 799 {
968 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);
969 tmp = get_archetype (SPELL_WONDER); 801 tmp = get_archetype (SPELL_WONDER);
970 cast_cone (op, op, 0, tmp); 802 cast_cone (op, op, 0, tmp);
971 free_object (tmp); 803 tmp->destroy ();
972 } 804 }
973 805
974 else if (failure <= -40 && failure > -60) /* confusion */ 806 else if (failure <= -40 && failure > -60) /* confusion */
975 { 807 {
976 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!");
1010 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
1011 { 843 {
1012 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.");
1013 tmp = get_archetype (SPELL_WONDER); 845 tmp = get_archetype (SPELL_WONDER);
1014 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
1015 free_object (tmp); 847 tmp->destroy ();
1016 } 848 }
1017 849
1018 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
1019 { 851 {
1020 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!");
1039 else 871 else
1040 { 872 {
1041 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!");
1042 tmp = get_archetype (LOOSE_MANA); 874 tmp = get_archetype (LOOSE_MANA);
1043 tmp->level = skill->level; 875 tmp->level = skill->level;
1044 tmp->x = op->x;
1045 tmp->y = op->y;
1046 876
1047 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
1048 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
1049 879
1050 if (power > 25) 880 if (power > 25)
1051 tmp->stats.dam = 25 + isqrt (power); 881 tmp->stats.dam = 25 + isqrt (power);
1052 else 882 else
1053 tmp->stats.dam = power; /* nasty recoils! */ 883 tmp->stats.dam = power; /* nasty recoils! */
1054 884
1055 tmp->stats.maxhp = tmp->count; 885 tmp->stats.maxhp = tmp->count;
1056 insert_ob_in_map (tmp, op->map, NULL, 0); 886
887 tmp->insert_at (op);
1057 } 888 }
1058 } 889 }
1059} 890}
1060 891
1061int 892static int
1062cast_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)
1063{ 894{
1064 int success;
1065 player *pl;
1066 object *spell;
1067
1068 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1069 { 896 {
1070 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1071 return 0; 898 return 0;
1072 } 899 }
900
1073 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1074 902
1075 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1076 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1077 905
1078 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1079 { 907 {
1080 remove_ob (spell); 908 spell->remove ();
1081 return success; 909 return success;
1082 } 910 }
1083 for (pl = first_player; pl != NULL; pl = pl->next) 911
1084 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 912 for_all_players (pl)
1085 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1086 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1087 } 917
1088 remove_ob (spell); 918 spell->remove ();
1089 return success; 919 return success;
1090} 920}
1091 921
1092/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1093 * 923 *
1097 * same as op. 927 * same as op.
1098 * 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
1099 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1100 * 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,
1101 * we can determine what to do. 931 * we can determine what to do.
1102 * 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
1103 * 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
1104 * 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,
1105 * etc. 935 * etc.
1106 * 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
1107 * 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
1114 * 944 *
1115 * 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),
1116 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1117 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1118 */ 948 */
1119
1120int 949int
1121cast_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)
1122{ 951{
1123 const char *godname; 952 const char *godname;
1124 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1125 object *skill = NULL; 954 object *skill = NULL;
1126
1127 old_shoottype = op->contr ? op->contr->shoottype : 0;
1128 955
1129 if (!spell_ob) 956 if (!spell_ob)
1130 { 957 {
1131 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1132 return 0; 959 return 0;
1143 } 970 }
1144 971
1145 /* 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
1146 * an issue, because they don't have any spellpaths set up. 973 * an issue, because they don't have any spellpaths set up.
1147 */ 974 */
1148 if (caster->path_denied & spell_ob->path_attuned) 975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1149 { 976 {
1150 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.");
1151 return 0; 978 return 0;
1152 } 979 }
1153 980
1160 * 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
1161 * at least process that code. 988 * at least process that code.
1162 */ 989 */
1163 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1164 { 991 {
1165 cast_level = caster_level (caster, spell_ob);
1166 if (spell_ob->skill) 992 if (spell_ob->skill)
1167 { 993 {
1168 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1169 if (!skill) 996 if (!skill)
1170 { 997 {
1171 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));
1172 return 0; 1002 return 0;
1173 } 1003 }
1174 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)
1175 { 1010 {
1176 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 ())
1177 return 0; 1027 return 0;
1178 } 1028 }
1179 } 1029 }
1030
1180 /* 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
1181 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1182 */ 1033 */
1183 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1184 { 1035 {
1185 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1186 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)
1187 { 1038 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1189 return 0; 1040 return 0;
1190 } 1041 }
1042
1191 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1192 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)
1193 { 1045 {
1194 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 -
1195 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)
1196 {
1197 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));
1198 }
1199 else 1049 else
1200 { 1050 {
1201 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);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1203 return 0; 1053 return 0;
1204 } 1054 }
1205 } 1055 }
1206 1056
1207 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1208 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) <
1209 (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]))
1210 { 1060 {
1211 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1212 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1213 if (settings.casting_time == TRUE) 1063
1214 {
1215 op->casting_time = -1;
1216 }
1217 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);
1218 return 0; 1065 return 0;
1219 } 1066 }
1220 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1221 { 1068 {
1222 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;
1223 1070
1224 if (failure < 0) 1071 if (failure < 0)
1225 { 1072 {
1226 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.");
1227 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1228 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);
1229 op->contr->shoottype = (rangetype) old_shoottype; 1076
1230 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);
1231 return 0; 1078 return 0;
1232 } 1079 }
1233 } 1080 }
1234 } 1081 }
1235 } 1082 }
1236 1083
1237 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1238 1085
1239 /* 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
1240 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1241 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1242 * doing. 1089 * doing.
1243 */ 1090 */
1244 1091
1245 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 :-)!
1246 { 1093 {
1247 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!");
1248 return 0; 1095 return 0;
1249 } 1096 }
1250 1097
1251 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1252 && (caster->type != POTION) 1099 && (caster->type != POTION)
1257 { 1104 {
1258 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1259 return 0; 1106 return 0;
1260 1107
1261 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1262 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));
1263 else 1110 else if (object *item = op->contr->ranged_ob)
1264 switch (op->contr->shoottype)
1265 { 1111 {
1266 case range_magic: 1112 if (item->type == SPELL)
1267 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1268 break; 1114 else if (item->type == SCROLL)
1269 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
1270 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1271 break;
1272 case range_golem:
1273 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1274 break;
1275 default:
1276 break;
1277 }
1278 return 0;
1279 }
1280
1281 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1282 {
1283 if (op->casting_time == -1)
1284 { /* begin the casting */
1285 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1286 op->spell = spell_ob;
1287 /* put the stringarg into the object struct so that when the
1288 * spell is actually cast, it knows about the stringarg.
1289 * necessary for the invoke command spells.
1290 */
1291 if (stringarg)
1292 {
1293 op->spellarg = strdup_local (stringarg);
1294 }
1295 else 1116 else
1296 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1297 return 0;
1298 }
1299 else if (op->casting_time != 0)
1300 {
1301 if (op->type == PLAYER)
1302 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1303 return 0;
1304 } 1118 }
1305 else 1119 else
1306 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1307 op->casting_time = -1; 1121
1308 spell_ob = op->spell; 1122 return 0;
1309 stringarg = op->spellarg;
1310 }
1311 }
1312 else
1313 { 1123 }
1124
1314 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1315 * 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
1316 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1317 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1318 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1319 * the player any time. 1130 * the player any time.
1320 * 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
1321 */ 1138 */
1322 if (caster == op && caster->type != FIREWALL)
1323 {
1324 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1325 /* Other portions of the code may also decrement the speed of the player, so
1326 * put a lower limit so that the player isn't stuck here too long
1327 */
1328 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))
1329 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);
1330 } 1141 }
1331 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)
1332 {
1333 op->speed_left -= 2 * FABS (op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1334 }
1335 }
1336 1144
1337 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1338 { 1146 {
1339 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);
1340 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);
1347 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1348 { 1156 {
1349 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1350 if (!skill) 1158 if (!skill)
1351 { 1159 {
1352 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)));
1353 return 0; 1161 return 0;
1354 } 1162 }
1163
1355 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1356 } 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);
1357 1169
1358 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1359 { 1171 {
1360 /* 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
1361 * in in spells.h. 1173 * in spells.h.
1362 */ 1174 */
1363 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1364 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1365 break; 1177 break;
1366 1178
1367 case SP_RUNE: 1179 case SP_RUNE:
1368 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1369 break; 1181 break;
1370 1182
1371 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1372 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1373 break; 1185 break;
1374 1186
1375 case SP_BOLT: 1187 case SP_BOLT:
1376 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1377 break; 1189 break;
1395 case SP_SMITE: 1207 case SP_SMITE:
1396 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1397 break; 1209 break;
1398 1210
1399 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1400 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);
1401 break; 1213 break;
1402 1214
1403 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1404 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1405 old_shoottype = range_golem;
1406 break; 1217 break;
1407 1218
1408 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1409 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1410 * moved. 1221 * moved.
1411 */ 1222 */
1412 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1413 break; 1224 break;
1414 1225
1415 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1416 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1417 { 1228 {
1450 case SP_HEALING: 1261 case SP_HEALING:
1451 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1452 break; 1263 break;
1453 1264
1454 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1455 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1456 break; 1267 break;
1457 1268
1458 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1459 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1460 break; 1271 break;
1470 case SP_CURSE: 1281 case SP_CURSE:
1471 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1472 break; 1283 break;
1473 1284
1474 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1475 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1476 break; 1287 break;
1477 1288
1478 case SP_CHARGING: 1289 case SP_CHARGING:
1479 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1480 break; 1291 break;
1483#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1484 /* Not great, but at least provide feedback so if players do have 1295 /* Not great, but at least provide feedback so if players do have
1485 * polymorph (ie, find it as a preset item or left over from before 1296 * polymorph (ie, find it as a preset item or left over from before
1486 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1487 */ 1298 */
1488 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1489 success = 0; 1300 success = 0;
1490#else 1301#else
1491 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1492#endif 1303#endif
1493 break; 1304 break;
1513 break; 1324 break;
1514 1325
1515 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1516 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1517 { 1328 {
1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1519 success = 0; 1330 success = 0;
1520 } 1331 }
1521 else 1332 else
1522 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1523 break; 1334 break;
1524 1335
1525 case SP_SWARM: 1336 case SP_SWARM:
1526 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1527 break; 1338 break;
1534 /* in rune.c */ 1345 /* in rune.c */
1535 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1536 break; 1347 break;
1537 1348
1538 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1539 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1540 break; 1351 break;
1541 1352
1542 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1543 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1544 break; 1355 break;
1545 1356
1546 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1547 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1548 old_shoottype = range_golem;
1549 break; 1359 break;
1550 1360
1551 case SP_LIGHT: 1361 case SP_LIGHT:
1552 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1553 break; 1363 break;
1566 1376
1567 case SP_AURA: 1377 case SP_AURA:
1568 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1569 break; 1379 break;
1570 1380
1571 case SP_TOWN_PORTAL:
1572 success = cast_create_town_portal (op, caster, spell_ob, dir);
1573 break;
1574
1575 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1576 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1577 break; 1383 break;
1578 1384
1579 default: 1385 default:
1580 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1581 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);
1582 }
1583
1584 /* FIXME - we need some better sound suppport */
1585 // yes, for example, augment map info with the spell effect
1586 // so clients can calculate the sounds themselves
1587 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1588
1589 /* free the spell arg */
1590 if (settings.casting_time == TRUE && stringarg)
1591 { 1387 }
1592 free (stringarg); 1388
1593 stringarg = NULL; 1389 op->play_sound (
1594 } 1390 success
1595 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1596 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1597 * it again. 1393 : sound_find ("spell_success")
1598 */ 1394 : sound_find ("fumble_spell")
1599 if (op->contr) 1395 );
1600 op->contr->shoottype = (rangetype) old_shoottype;
1601 1396
1602 return success; 1397 return success;
1603} 1398}
1604 1399
1605
1606/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1607 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1608 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1609 */ 1403 */
1610void 1404void
1611move_spell_effect (object *op) 1405move_spell_effect (object *op)
1612{ 1406{
1655} 1449}
1656 1450
1657/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1658 * something runs into the object. 1452 * something runs into the object.
1659 */ 1453 */
1660void 1454static void
1661check_spell_effect (object *op) 1455check_spell_effect (object *op)
1662{ 1456{
1663 switch (op->subtype) 1457 switch (op->subtype)
1664 { 1458 {
1665 case SP_BOLT: 1459 case SP_BOLT:
1670 check_bullet (op); 1464 check_bullet (op);
1671 return; 1465 return;
1672 } 1466 }
1673} 1467}
1674 1468
1675/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1676 * 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
1677 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1678 * objects of the appropraite type. 1472 * objects of the appropriate type.
1679 */ 1473 */
1680void 1474void
1681apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1682{ 1476{
1683 switch (spell->subtype) 1477 switch (spell->subtype)
1688 break; 1482 break;
1689 1483
1690 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1691 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1692 { 1486 {
1693 tag_t spell_tag = spell->count;
1694
1695 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1696 if (!was_destroyed (spell, spell_tag)) 1488 spell->destroy ();
1697 {
1698 remove_ob (spell);
1699 free_object (spell);
1700 }
1701 } 1489 }
1702 break; 1490 break;
1703 1491
1704 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1705 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1706 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1707 else if (victim->material || victim->materialname) 1495 else if (victim->materialname)
1708 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1709 break; 1498 break;
1710 } 1499 }
1711} 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}

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