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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.30 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.102 by root, Fri Nov 6 13:31:47 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@schmorp.de> 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>
34/* 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
35 * 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
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * 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
153 */ 83 */
154void 84void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 86{
157 if (spob->other_arch) 87 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159} 89}
160 90
161/* 91static int
162 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod.
166 *
167 * caster is person casting the spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 93{
174 int new_level; 94 // compute the attuned/repelled bonus
175 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
177 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178
179 new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182
183 return max (1, new_level);
184} 99}
185 100
186/* This function returns the effective level the spell 101/* This function returns the effective level the spell
187 * is being cast at. 102 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 103 */
192
193int 104int
194caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
195{ 106{
196 int level = caster->level; 107 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 108
207 /* 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. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 111 {
210 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);
211 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
212 114
213 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
214 } 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;
215 120
216 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
217 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);
218 128
219 /* 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
220 * errors in various places. 130 * errors in various places.
221 */ 131 */
222 if (level < 1) 132 return clamp (level, 1, settings.max_level);
223 level = 1;
224
225 return level;
226} 133}
227 134
228/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
234 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
235 * spell is the spell object. 142 * spell is the spell object.
236 * 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
237 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
238 */ 145 */
239
240sint16 146sint16
241SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
242{ 148{
243 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
244 150
245 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
246 { 152 {
247 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
248 { 154 {
269 else 175 else
270 { 176 {
271 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
273 sp = 1; 179 sp = 1;
180
274 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
276 grace = 1; 183 grace = 1;
277 } 184 }
185
278 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
279 return MAX (sp, grace); 187 return MAX (sp, grace);
280 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
281 return grace; 189 return grace;
282 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
286 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);
287 return 0; 195 return 0;
288 } 196 }
289} 197}
290 198
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}
291 209
292/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
294 */ 212 */
295int 213int
296SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
297{ 215{
298 int level = caster_level (caster, spob);
299 int adj = level - min_casting_level (caster, spob);
300
301 if (adj < 0)
302 adj = 0;
303 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
304 adj /= spob->dam_modifier;
305 else
306 adj = 0;
307 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
308} 220}
309 221
310/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
311 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
312 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
313 */ 225 */
314int 226int
315SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
316{ 228{
317 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level (caster, spob);
319
320 if (adj < 0)
321 adj = 0;
322 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
323 adj /= spob->duration_modifier;
324 else
325 adj = 0;
326
327 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
328} 233}
329 234
330/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
333 */ 238 */
334int 239int
335SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
336{ 241{
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->range_modifier) 242 if (!spob->range_modifier)
343 adj /= spob->range_modifier;
344 else
345 adj = 0;
346
347 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
348} 246}
349 247
350/* 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
351 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
352 * 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.
353 */ 251 */
354object * 252object *
355check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
356{ 254{
357 object *spop; 255 object *spop;
358 256
359 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
360 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
361 return spop; 259 return spop;
362 260
363 return NULL; 261 return 0;
364} 262}
365
366 263
367/* 264/*
368 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
369 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
370 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
371 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
372 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
373 * exact match, we also return NULL. 270 * exact match, we also return NULL.
374 */ 271 */
375
376object * 272object *
377lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
378{ 274{
379 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
380 int nummatch = 0; 276 int nummatch = 0;
381 277
382 if (spname == NULL) 278 if (!spname)
383 return NULL; 279 return 0;
384 280
385 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
386 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
387 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
388 */ 284 */
389 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
390 { 286 {
391 if (spob->type == SPELL) 287 if (spob->type == SPELL)
392 { 288 {
289 // TODO: WTF?
393 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
394 { 291 {
395 nummatch++; 292 nummatch++;
396 spob1 = spob; 293 spob1 = spob;
397 } 294 }
402 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
403 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
404 */ 301 */
405 if (spob2) 302 if (spob2)
406 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
407 spob2 = spob; 305 spob2 = spob;
408 } 306 }
409 } 307 }
410 } 308 }
411 /* 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
412 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
413 */ 311 */
414 if (spob2) 312 if (spob2)
415 return spob2; 313 return spob2;
314
416 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
417 return spob1; 316 return spob1;
317
418 return NULL; 318 return NULL;
419} 319}
420 320
421/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
422 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
426 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
427 */ 327 */
428int 328int
429reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
430{ 330{
431 object *op;
432
433 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
434 return 0; 332 return 0;
333
435 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
436 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
437 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
438 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
439 return 1; 338 return 1;
440 339
461 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.");
462 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.");
463 dir = 0; 362 dir = 0;
464 } 363 }
465 364
365 SET_FLAG (new_op, FLAG_IDENTIFIED);
466 op->map->insert (new_op, 366 op->map->insert (new_op,
467 op->x + freearr_x[dir], op->y + freearr_y[dir], 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
468 op, 368 op,
469 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
470 370
471 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;
472} 390}
473 391
474/* 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.
475 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
476 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
477 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 398 */
481 */
482
483int 399int
484ok_to_put_more (maptile *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)
485{ 401{
486 object *tmp; 402 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 403 return 0;
495 404
496 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))
497 return 0; 409 return 0;
498 410
499 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)
500 { 414 {
501 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
503 * 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
504 * 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
505 * 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
506 * 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
507 * 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
508 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
509 */ 423 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (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))
513 return 0; 438 return 0;
514 439
515 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe.
518 * there are no such things as multispaced spells right now, so
519 * we don't need to worry about the head.
520 */
521 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
522 return 0;
523
524 /*
525 * Combine similar spell effects into one spell effect. Needed for
526 * performance reasons with meteor swarm and the like, but also for
527 * playability reasons.
528 */
529 if (tmp->arch == op->arch
530 && tmp->type == op->type 440 if (tmp->type == op->type)
531 && tmp->subtype == op->subtype
532 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
533 { 441 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
535 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
536 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)
537 return 0; 474 return 0;
538 } 475 }
539 476
540 /* 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
541 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
542 */ 479 */
543 } 480 }
481
544 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
545 return 1; 483 return 1;
546} 484}
547 485
548/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
553 * dir: direction to fire in. 491 * dir: direction to fire in.
554 * 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
555 * to fire. 493 * to fire.
556 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
557 */ 495 */
558
559int 496int
560fire_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)
561{ 498{
562 object *tmp;
563 int mflags;
564 maptile *m;
565
566 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
567 return 0; 500 return 0;
568 501
569 m = op->map; 502 object *tmp = spell->other_arch->instance ();
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 {
573 return 0;
574 }
575 503
576 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
577
578 if (tmp == NULL)
579 return 0; 505 return 0;
580
581 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
582 {
583 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
584 tmp->destroy ();
585 return 0;
586 }
587 506
588 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);
589 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
590 /* 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 */
591 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
592 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
593 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
594 tmp->x = x;
595 tmp->y = y;
596 tmp->direction = dir; 513 tmp->direction = dir;
597 if (op->owner != NULL)
598 tmp->set_owner (op); 514 tmp->set_owner (op);
599 else
600 tmp->set_owner (op);
601 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
602 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
603 517
604 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
605 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
606 {
607 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
608 return 0; 521 return 0;
609 } 522
610 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
611 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
612 525
613 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
614 move_spell_effect (tmp); 527 move_spell_effect (tmp);
615 528
616 return 1; 529 return 1;
617} 530}
618 531
623 ****************************************************************************/ 536 ****************************************************************************/
624void 537void
625regenerate_rod (object *rod) 538regenerate_rod (object *rod)
626{ 539{
627 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
628 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634} 542}
635
636 543
637void 544void
638drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
639{ 546{
640 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);
641} 548}
642
643
644
645 549
646/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
648 * 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),
649 * 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
650 * NULL if no good object. 554 * NULL if no good object.
651 */ 555 */
652
653object * 556object *
654find_target_for_friendly_spell (object *op, int dir) 557find_target_for_friendly_spell (object *op, int dir)
655{ 558{
656 object *tmp; 559 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 560
661 /* 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,
662 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
664 */ 564 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 572 tmp = op;
673 } 573 }
674 else 574 else
675 { 575 {
676 m = op->map; 576 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 579
580 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 581 ? m->at (x, y).player ()
582 : 0;
686 } 583 }
687 584
688 /* 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 */
689 if (!tmp) 586 if (!tmp)
690 tmp = op->ms ().player (); 587 tmp = op->ms ().player ();
691 588
692 return tmp; 589 return tmp;
693} 590}
694
695
696 591
697/* raytrace: 592/* raytrace:
698 * 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
699 * 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
700 * live objects. 595 * live objects.
703 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
704 * 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
705 * any, otherwise -1. 600 * any, otherwise -1.
706 * 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.
707 */ 602 */
708
709int 603int
710spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
711{ 605{
712 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
713 sint16 nx, ny; 607 sint16 nx, ny;
740 return freedir[i]; 634 return freedir[i];
741 } 635 }
742 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
743} 637}
744 638
745
746
747/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
750 */ 642 */
751 643static void
752void
753put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
754{ 645{
755 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 647 archetype *at;
757 int dir; 648 int dir;
763 654
764 /* find a free square nearby 655 /* find a free square nearby
765 * first we check the closest square for free squares 656 * first we check the closest square for free squares
766 */ 657 */
767 658
768 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);
769 if (dir != -1) 660 if (dir != -1)
770 { 661 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly 663 * insert multipart monsters properly
773 */ 664 */
665 //TODO: use expand_tail + ...
774 while (at != NULL) 666 while (at != NULL)
775 { 667 {
776 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
779 tmp->map = op->map; 671 tmp->map = op->map;
780 if (head) 672 if (head)
781 { 673 {
782 tmp->head = head; 674 tmp->head = head;
783 prev->more = tmp; 675 prev->more = tmp;
784 } 676 }
677
785 if (!head) 678 if (!head)
786 head = tmp; 679 head = tmp;
680
787 prev = tmp; 681 prev = tmp;
682
788 at = at->more; 683 at = (archetype *)at->more;
789 } 684 }
790 685
791 if (head->randomitems) 686 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 688
794 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
795 690
796 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
797 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 } 693 }
799} 694}
800 695
801/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
802 * places them in nearby squares. 697 * places them in nearby squares.
809 * 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
810 * 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
811 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
812 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
813 */ 708 */
814
815int 709int
816summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
817{ 711{
818 int i; 712 int i;
819 713
829{ 723{
830 int attacktype; 724 int attacktype;
831 int face; 725 int face;
832} ATTACKS[22] = 726} ATTACKS[22] =
833{ 727{
834 {
835 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 734 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 736 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 740 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 742 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 744 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 747 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 749 { AT_FEAR, 10},
878 750};
879
880 751
881/* shuffle_attack: peterm 752/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
907 { 778 {
908 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
909 } 780 }
910} 781}
911 782
912
913/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
914 * at casting a prayer. 784 * at casting a prayer.
915 * op is the player. 785 * op is the player.
916 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
917 * 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.
918 */ 788 */
919 789static void
920void
921prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
922{ 791{
923 const char *godname; 792 const char *godname;
924 object *tmp; 793 object *tmp;
925 794
1018 tmp->insert_at (op); 887 tmp->insert_at (op);
1019 } 888 }
1020 } 889 }
1021} 890}
1022 891
1023int 892static int
1024cast_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)
1025{ 894{
1026 int success;
1027 player *pl;
1028 object *spell;
1029
1030 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1031 { 896 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1033 return 0; 898 return 0;
1034 } 899 }
900
1035 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1036 902
1037 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1038 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1039 905
1040 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1041 { 907 {
1042 spell->remove (); 908 spell->remove ();
1043 return success; 909 return success;
1044 } 910 }
911
1045 for_all_players (pl) 912 for_all_players (pl)
1046 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
1047 { 914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1048 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1049 } 917
1050 spell->remove (); 918 spell->remove ();
1051 return success; 919 return success;
1052} 920}
1053 921
1054/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1059 * same as op. 927 * same as op.
1060 * 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
1061 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1062 * 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,
1063 * we can determine what to do. 931 * we can determine what to do.
1064 * 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
1065 * 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
1066 * 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,
1067 * etc. 935 * etc.
1068 * 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
1069 * 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
1076 * 944 *
1077 * 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),
1078 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1080 */ 948 */
1081
1082int 949int
1083cast_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)
1084{ 951{
1085 const char *godname; 952 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1087 object *skill = NULL; 954 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 955
1091 if (!spell_ob) 956 if (!spell_ob)
1092 { 957 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 959 return 0;
1122 * 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
1123 * at least process that code. 988 * at least process that code.
1124 */ 989 */
1125 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1126 { 991 {
1127 cast_level = caster_level (caster, spell_ob);
1128 if (spell_ob->skill) 992 if (spell_ob->skill)
1129 { 993 {
1130 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1131 if (!skill) 996 if (!skill)
1132 { 997 {
1133 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));
1134 return 0; 1002 return 0;
1135 } 1003 }
1136 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)
1137 { 1010 {
1138 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 ())
1139 return 0; 1027 return 0;
1140 } 1028 }
1141 } 1029 }
1030
1142 /* 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
1143 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1144 */ 1033 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1146 { 1035 {
1147 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148 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)
1149 { 1038 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1151 return 0; 1040 return 0;
1152 } 1041 }
1153 1042
1154 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1155 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)
1156 { 1045 {
1157 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 -
1158 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)
1159 {
1160 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));
1161 }
1162 else 1049 else
1163 { 1050 {
1164 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);
1165 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1166 return 0; 1053 return 0;
1167 } 1054 }
1168 } 1055 }
1169 1056
1170 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1171 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) <
1172 (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]))
1173 { 1060 {
1174 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1175 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1176 if (settings.casting_time == TRUE) 1063
1177 {
1178 op->casting_time = -1;
1179 }
1180 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);
1181 return 0; 1065 return 0;
1182 } 1066 }
1183 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1184 { 1068 {
1185 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;
1186 1070
1187 if (failure < 0) 1071 if (failure < 0)
1188 { 1072 {
1189 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.");
1190 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1191 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);
1192 op->contr->shoottype = (rangetype) old_shoottype; 1076
1193 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);
1194 return 0; 1078 return 0;
1195 } 1079 }
1196 } 1080 }
1197 } 1081 }
1198 } 1082 }
1199 1083
1200 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1201 1085
1202 /* 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
1203 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1204 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1205 * doing. 1089 * doing.
1206 */ 1090 */
1207 1091
1208 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 :-)!
1209 { 1093 {
1210 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!");
1211 return 0; 1095 return 0;
1212 } 1096 }
1213 1097
1214 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1215 && (caster->type != POTION) 1099 && (caster->type != POTION)
1220 { 1104 {
1221 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1222 return 0; 1106 return 0;
1223 1107
1224 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1225 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));
1226 else 1110 else if (object *item = op->contr->ranged_ob)
1227 switch (op->contr->shoottype)
1228 { 1111 {
1229 case range_magic: 1112 if (item->type == SPELL)
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1231 break; 1114 else if (item->type == SCROLL)
1232 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
1233 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1234 break;
1235 case range_golem:
1236 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1237 break;
1238 default:
1239 break;
1240 }
1241 return 0;
1242 }
1243
1244 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1245 {
1246 if (op->casting_time == -1)
1247 { /* begin the casting */
1248 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1249 op->spell = spell_ob;
1250 /* put the stringarg into the object struct so that when the
1251 * spell is actually cast, it knows about the stringarg.
1252 * necessary for the invoke command spells.
1253 */
1254 if (stringarg)
1255 {
1256 op->spellarg = strdup (stringarg);
1257 }
1258 else 1116 else
1259 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1260 return 0;
1261 }
1262 else if (op->casting_time != 0)
1263 {
1264 if (op->type == PLAYER)
1265 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1266 return 0;
1267 } 1118 }
1268 else 1119 else
1269 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1270 op->casting_time = -1; 1121
1271 spell_ob = op->spell; 1122 return 0;
1272 stringarg = op->spellarg;
1273 }
1274 }
1275 else
1276 { 1123 }
1124
1277 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1278 * 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
1279 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1280 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1281 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1282 * the player any time. 1130 * the player any time.
1283 * 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
1284 */ 1138 */
1285 if (caster == op && caster->type != FIREWALL)
1286 {
1287 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1288 /* Other portions of the code may also decrement the speed of the player, so
1289 * put a lower limit so that the player isn't stuck here too long
1290 */
1291 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))
1292 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);
1293 } 1141 }
1294 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)
1295 {
1296 op->speed_left -= 2 * FABS (op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1297 }
1298 }
1299 1144
1300 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1301 { 1146 {
1302 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);
1303 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);
1310 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1311 { 1156 {
1312 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1313 if (!skill) 1158 if (!skill)
1314 { 1159 {
1315 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)));
1316 return 0; 1161 return 0;
1317 } 1162 }
1163
1318 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1319 } 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);
1320 1169
1321 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1322 { 1171 {
1323 /* 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
1324 * in in spells.h. 1173 * in spells.h.
1325 */ 1174 */
1326 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1327 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1328 break; 1177 break;
1329 1178
1330 case SP_RUNE: 1179 case SP_RUNE:
1331 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1332 break; 1181 break;
1333 1182
1334 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1335 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1336 break; 1185 break;
1337 1186
1338 case SP_BOLT: 1187 case SP_BOLT:
1339 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1340 break; 1189 break;
1358 case SP_SMITE: 1207 case SP_SMITE:
1359 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1360 break; 1209 break;
1361 1210
1362 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1363 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);
1364 break; 1213 break;
1365 1214
1366 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1367 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1368 old_shoottype = range_golem;
1369 break; 1217 break;
1370 1218
1371 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1372 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1373 * moved. 1221 * moved.
1374 */ 1222 */
1375 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1376 break; 1224 break;
1377 1225
1378 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1379 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1380 { 1228 {
1413 case SP_HEALING: 1261 case SP_HEALING:
1414 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1415 break; 1263 break;
1416 1264
1417 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1418 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1419 break; 1267 break;
1420 1268
1421 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1422 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1423 break; 1271 break;
1433 case SP_CURSE: 1281 case SP_CURSE:
1434 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1435 break; 1283 break;
1436 1284
1437 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1438 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1439 break; 1287 break;
1440 1288
1441 case SP_CHARGING: 1289 case SP_CHARGING:
1442 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1443 break; 1291 break;
1446#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1447 /* 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
1448 * 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
1449 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1450 */ 1298 */
1451 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1452 success = 0; 1300 success = 0;
1453#else 1301#else
1454 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1455#endif 1303#endif
1456 break; 1304 break;
1476 break; 1324 break;
1477 1325
1478 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1479 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)
1480 { 1328 {
1481 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));
1482 success = 0; 1330 success = 0;
1483 } 1331 }
1484 else 1332 else
1485 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);
1486 break; 1334 break;
1487 1335
1488 case SP_SWARM: 1336 case SP_SWARM:
1489 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1490 break; 1338 break;
1497 /* in rune.c */ 1345 /* in rune.c */
1498 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1499 break; 1347 break;
1500 1348
1501 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1502 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1503 break; 1351 break;
1504 1352
1505 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1506 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1507 break; 1355 break;
1508 1356
1509 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1510 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1511 old_shoottype = range_golem;
1512 break; 1359 break;
1513 1360
1514 case SP_LIGHT: 1361 case SP_LIGHT:
1515 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1516 break; 1363 break;
1529 1376
1530 case SP_AURA: 1377 case SP_AURA:
1531 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1532 break; 1379 break;
1533 1380
1534 case SP_TOWN_PORTAL:
1535 success = cast_create_town_portal (op, caster, spell_ob, dir);
1536 break;
1537
1538 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1539 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1540 break; 1383 break;
1541 1384
1542 default: 1385 default:
1543 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1544 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);
1545 }
1546
1547 /* FIXME - we need some better sound suppport */
1548 // yes, for example, augment map info with the spell effect
1549 // so clients can calculate the sounds themselves
1550 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1551
1552 /* free the spell arg */
1553 if (settings.casting_time == TRUE && stringarg)
1554 { 1387 }
1555 free (stringarg); 1388
1556 stringarg = NULL; 1389 op->play_sound (
1557 } 1390 success
1558 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1559 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1560 * it again. 1393 : sound_find ("spell_success")
1561 */ 1394 : sound_find ("fumble_spell")
1562 if (op->contr) 1395 );
1563 op->contr->shoottype = (rangetype) old_shoottype;
1564 1396
1565 return success; 1397 return success;
1566} 1398}
1567 1399
1568
1569/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1570 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1571 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1572 */ 1403 */
1573void 1404void
1574move_spell_effect (object *op) 1405move_spell_effect (object *op)
1575{ 1406{
1615 move_aura (op); 1446 move_aura (op);
1616 break; 1447 break;
1617 } 1448 }
1618} 1449}
1619 1450
1620/* this checks to see if something special should happen if
1621 * something runs into the object.
1622 */
1623void
1624check_spell_effect (object *op)
1625{
1626 switch (op->subtype)
1627 {
1628 case SP_BOLT:
1629 move_bolt (op);
1630 return;
1631
1632 case SP_BULLET:
1633 check_bullet (op);
1634 return;
1635 }
1636}
1637
1638/* This is called by move_apply. Basically, if someone 1451/* This is called by move_apply. Basically, if someone
1639 * moves onto a spell effect and the walk_on or fly_on flags 1452 * moves onto a spell effect and the walk_on or fly_on flags
1640 * are set, this is called. This should only be called for 1453 * are set, this is called. This should only be called for
1641 * objects of the appropraite type. 1454 * objects of the appropriate type.
1642 */ 1455 */
1643void 1456void
1644apply_spell_effect (object *spell, object *victim) 1457apply_spell_effect (object *spell, object *victim)
1645{ 1458{
1646 switch (spell->subtype) 1459 switch (spell->subtype)
1652 1465
1653 case SP_MAGIC_MISSILE: 1466 case SP_MAGIC_MISSILE:
1654 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1467 if (QUERY_FLAG (victim, FLAG_ALIVE))
1655 { 1468 {
1656 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1657
1658 if (!spell->destroyed ())
1659 spell->destroy (); 1470 spell->destroy ();
1660 } 1471 }
1661 break; 1472 break;
1662 1473
1663 case SP_MOVING_BALL: 1474 case SP_MOVING_BALL:
1664 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1475 if (QUERY_FLAG (victim, FLAG_ALIVE))
1665 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1666 else if (victim->material || victim->materialname) 1477 else if (victim->materialname)
1667 save_throw_object (victim, spell->attacktype, spell); 1478 save_throw_object (victim, spell->attacktype, spell);
1479
1668 break; 1480 break;
1669 } 1481 }
1670} 1482}
1483
1484/**
1485 * This function will let a fireball explode at the position of
1486 * the victim with a specific maximum level.
1487 */
1488void
1489create_exploding_ball_at (object *victim, int level)
1490{
1491 object *ball = get_archetype (EXPLODING_FIREBALL);
1492 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1493 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1494 ball->insert_at (victim);
1495}

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