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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.32 by root, Mon Jan 15 00:40:49 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* 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
36 * 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
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * 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
154 */ 83 */
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193
194int 104int
195caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
196{ 106{
197 int level = caster->level; 107 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 108
208 /* 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. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 111 {
211 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);
212 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
213 114
214 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
215 } 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;
216 120
217 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
218 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);
219 128
220 /* 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
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 if (level < 1) 132 return clamp (level, 1, settings.max_level);
224 level = 1;
225
226 return level;
227} 133}
228 134
229/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 142 * spell is the spell object.
237 * 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
238 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
239 */ 145 */
240
241sint16 146sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 148{
244 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
245 150
246 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
247 { 152 {
248 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
249 { 154 {
270 else 175 else
271 { 176 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
274 sp = 1; 179 sp = 1;
180
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
277 grace = 1; 183 grace = 1;
278 } 184 }
185
279 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 187 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
282 return grace; 189 return grace;
283 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
287 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);
288 return 0; 195 return 0;
289 } 196 }
290} 197}
291 198
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}
292 209
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
295 */ 212 */
296int 213int
297SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
298{ 215{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 220}
310 221
311/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
314 */ 225 */
315int 226int
316SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
317{ 228{
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->duration_modifier) 229 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 233}
330 234
331/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
334 */ 238 */
335int 239int
336SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
337{ 241{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 242 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 246}
350 247
351/* 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
352 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
353 * 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.
354 */ 251 */
355object * 252object *
356check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
357{ 254{
358 object *spop; 255 object *spop;
359 256
360 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
362 return spop; 259 return spop;
363 260
364 return NULL; 261 return 0;
365} 262}
366
367 263
368/* 264/*
369 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 270 * exact match, we also return NULL.
375 */ 271 */
376
377object * 272object *
378lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
379{ 274{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
381 int nummatch = 0; 276 int nummatch = 0;
382 277
383 if (spname == NULL) 278 if (!spname)
384 return NULL; 279 return 0;
385 280
386 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
389 */ 284 */
390 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
391 { 286 {
392 if (spob->type == SPELL) 287 if (spob->type == SPELL)
393 { 288 {
289 // TODO: WTF?
394 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
395 { 291 {
396 nummatch++; 292 nummatch++;
397 spob1 = spob; 293 spob1 = spob;
398 } 294 }
403 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
405 */ 301 */
406 if (spob2) 302 if (spob2)
407 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
408 spob2 = spob; 305 spob2 = spob;
409 } 306 }
410 } 307 }
411 } 308 }
412 /* 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
413 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
414 */ 311 */
415 if (spob2) 312 if (spob2)
416 return spob2; 313 return spob2;
314
417 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
418 return spob1; 316 return spob1;
317
419 return NULL; 318 return NULL;
420} 319}
421 320
422/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
427 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
428 */ 327 */
429int 328int
430reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
431{ 330{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 332 return 0;
333
436 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)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 338 return 1;
441 339
462 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.");
463 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.");
464 dir = 0; 362 dir = 0;
465 } 363 }
466 364
365 SET_FLAG (new_op, FLAG_IDENTIFIED);
467 op->map->insert (new_op, 366 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 368 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
471 370
472 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;
473} 390}
474 391
475/* 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.
476 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
479 * 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
480 * 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.
481 *
482 */ 398 */
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 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
487 return 0; 403 return 0;
488 404
489 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
406 ms.update ();
490 407
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
493 412
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
495 { 414 {
496 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
497 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
500 * 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
501 * 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
502 * 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
503 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
504 */ 423 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
507 (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))
508 return 0; 438 return 0;
509 439
510 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe.
513 * there are no such things as multispaced spells right now, so
514 * we don't need to worry about the head.
515 */
516 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517 return 0;
518
519 /*
520 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons.
523 */
524 if (tmp->arch == op->arch
525 && tmp->type == op->type 440 if (tmp->type == op->type)
526 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
528 { 441 {
529 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
530 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
531 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)
532 return 0; 474 return 0;
533 } 475 }
534 476
535 /* 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
536 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
537 */ 479 */
549 * dir: direction to fire in. 491 * dir: direction to fire in.
550 * 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
551 * to fire. 493 * to fire.
552 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
553 */ 495 */
554
555int 496int
556fire_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)
557{ 498{
558 object *tmp;
559 int mflags;
560 maptile *m;
561
562 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
563 return 0; 500 return 0;
564 501
565 m = op->map; 502 object *tmp = spell->other_arch->instance ();
566 mflags = get_map_flags (m, &m, x, y, &x, &y);
567 if (mflags & P_OUT_OF_MAP)
568 {
569 return 0;
570 }
571 503
572 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
573
574 if (tmp == NULL)
575 return 0; 505 return 0;
576
577 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
578 {
579 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
580 tmp->destroy ();
581 return 0;
582 }
583 506
584 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);
585 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
586 /* 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 */
587 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
588 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
589 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
590 tmp->x = x;
591 tmp->y = y;
592 tmp->direction = dir; 513 tmp->direction = dir;
593 if (op->owner != NULL)
594 tmp->set_owner (op); 514 tmp->set_owner (op);
595 else
596 tmp->set_owner (op);
597 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
598 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
599 517
600 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
601 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
602 {
603 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
604 return 0; 521 return 0;
605 } 522
606 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
607 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
608 525
609 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
610 move_spell_effect (tmp); 527 move_spell_effect (tmp);
611 528
612 return 1; 529 return 1;
613} 530}
614 531
619 ****************************************************************************/ 536 ****************************************************************************/
620void 537void
621regenerate_rod (object *rod) 538regenerate_rod (object *rod)
622{ 539{
623 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
624 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
625 rod->stats.hp += 1 + rod->stats.maxhp / 10;
626
627 if (rod->stats.hp > rod->stats.maxhp)
628 rod->stats.hp = rod->stats.maxhp;
629 }
630} 542}
631
632 543
633void 544void
634drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
635{ 546{
636 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);
637} 548}
638
639
640
641 549
642/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
643 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
644 * 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),
645 * 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
646 * NULL if no good object. 554 * NULL if no good object.
647 */ 555 */
648
649object * 556object *
650find_target_for_friendly_spell (object *op, int dir) 557find_target_for_friendly_spell (object *op, int dir)
651{ 558{
652 object *tmp; 559 object *tmp;
653 maptile *m;
654 sint16 x, y;
655 int mflags;
656 560
657 /* 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,
658 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
659 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
660 */ 564 */
667 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
668 tmp = op; 572 tmp = op;
669 } 573 }
670 else 574 else
671 { 575 {
672 m = op->map; 576 maptile *m = op->map;
673 x = op->x + freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
674 y = op->y + freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
675
676 mflags = get_map_flags (m, &m, x, y, &x, &y);
677
678 if (mflags & P_OUT_OF_MAP)
679 tmp = 0;
680 else 579
580 tmp = xy_normalise (m, x, y)
681 tmp = m->at (x, y).player (); 581 ? m->at (x, y).player ()
582 : 0;
682 } 583 }
683 584
684 /* 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 */
685 if (!tmp) 586 if (!tmp)
686 tmp = op->ms ().player (); 587 tmp = op->ms ().player ();
687 588
688 return tmp; 589 return tmp;
689} 590}
690
691
692 591
693/* raytrace: 592/* raytrace:
694 * 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
695 * 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
696 * live objects. 595 * live objects.
699 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
700 * 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
701 * any, otherwise -1. 600 * any, otherwise -1.
702 * 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.
703 */ 602 */
704
705int 603int
706spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
707{ 605{
708 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
709 sint16 nx, ny; 607 sint16 nx, ny;
736 return freedir[i]; 634 return freedir[i];
737 } 635 }
738 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
739} 637}
740 638
741
742
743/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
744 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
745 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
746 */ 642 */
747 643static void
748void
749put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
750{ 645{
751 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
752 archetype *at; 647 archetype *at;
753 int dir; 648 int dir;
759 654
760 /* find a free square nearby 655 /* find a free square nearby
761 * first we check the closest square for free squares 656 * first we check the closest square for free squares
762 */ 657 */
763 658
764 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);
765 if (dir != -1) 660 if (dir != -1)
766 { 661 {
767 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
768 * insert multipart monsters properly 663 * insert multipart monsters properly
769 */ 664 */
665 //TODO: use expand_tail + ...
770 while (at != NULL) 666 while (at != NULL)
771 { 667 {
772 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
773 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
774 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
775 tmp->map = op->map; 671 tmp->map = op->map;
776 if (head) 672 if (head)
777 { 673 {
778 tmp->head = head; 674 tmp->head = head;
779 prev->more = tmp; 675 prev->more = tmp;
780 } 676 }
677
781 if (!head) 678 if (!head)
782 head = tmp; 679 head = tmp;
680
783 prev = tmp; 681 prev = tmp;
682
784 at = at->more; 683 at = (archetype *)at->more;
785 } 684 }
786 685
787 if (head->randomitems) 686 if (head->randomitems)
788 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
789 688
790 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
791 690
792 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
793 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);
794 } 693 }
795} 694}
796 695
797/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
798 * places them in nearby squares. 697 * places them in nearby squares.
805 * 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
806 * 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
807 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
808 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
809 */ 708 */
810
811int 709int
812summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
813{ 711{
814 int i; 712 int i;
815 713
825{ 723{
826 int attacktype; 724 int attacktype;
827 int face; 725 int face;
828} ATTACKS[22] = 726} ATTACKS[22] =
829{ 727{
830 {
831 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
832 {
833 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
834 {
835 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
836 {
837 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
838 {
839 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
840 {
841 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
842 {
843 AT_FIRE, 2}, 734 { AT_FIRE, 2},
844 {
845 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
846 {
847 AT_FIRE, 2}, 736 { AT_FIRE, 2},
848 {
849 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
850 {
851 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
852 {
853 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
854 {
855 AT_COLD, 4}, 740 { AT_COLD, 4},
856 {
857 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
858 {
859 AT_COLD, 4}, 742 { AT_COLD, 4},
860 {
861 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
862 {
863 AT_POISON, 7}, 744 { AT_POISON, 7},
864 {
865 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
866 {
867 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
868 {
869 AT_SLOW, 8}, 747 { AT_SLOW, 8},
870 {
871 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
872 {
873AT_FEAR, 10}}; 749 { AT_FEAR, 10},
874 750};
875
876 751
877/* shuffle_attack: peterm 752/* shuffle_attack: peterm
878 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
879 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
880 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
903 { 778 {
904 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
905 } 780 }
906} 781}
907 782
908
909/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
910 * at casting a prayer. 784 * at casting a prayer.
911 * op is the player. 785 * op is the player.
912 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
913 * 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.
914 */ 788 */
915 789static void
916void
917prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
918{ 791{
919 const char *godname; 792 const char *godname;
920 object *tmp; 793 object *tmp;
921 794
1014 tmp->insert_at (op); 887 tmp->insert_at (op);
1015 } 888 }
1016 } 889 }
1017} 890}
1018 891
1019int 892static int
1020cast_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)
1021{ 894{
1022 int success;
1023 player *pl;
1024 object *spell;
1025
1026 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1027 { 896 {
1028 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1029 return 0; 898 return 0;
1030 } 899 }
900
1031 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1032 902
1033 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1034 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1035 905
1036 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1037 { 907 {
1038 spell->remove (); 908 spell->remove ();
1039 return success; 909 return success;
1040 } 910 }
911
1041 for_all_players (pl) 912 for_all_players (pl)
1042 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
1043 { 914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1044 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1045 } 917
1046 spell->remove (); 918 spell->remove ();
1047 return success; 919 return success;
1048} 920}
1049 921
1050/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1055 * same as op. 927 * same as op.
1056 * 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
1057 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1058 * 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,
1059 * we can determine what to do. 931 * we can determine what to do.
1060 * 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
1061 * 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
1062 * 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,
1063 * etc. 935 * etc.
1064 * 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
1065 * 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
1072 * 944 *
1073 * 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),
1074 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1075 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1076 */ 948 */
1077
1078int 949int
1079cast_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)
1080{ 951{
1081 const char *godname; 952 const char *godname;
1082 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1083 object *skill = NULL; 954 object *skill = NULL;
1084
1085 old_shoottype = op->contr ? op->contr->shoottype : 0;
1086 955
1087 if (!spell_ob) 956 if (!spell_ob)
1088 { 957 {
1089 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1090 return 0; 959 return 0;
1118 * 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
1119 * at least process that code. 988 * at least process that code.
1120 */ 989 */
1121 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1122 { 991 {
1123 cast_level = caster_level (caster, spell_ob);
1124 if (spell_ob->skill) 992 if (spell_ob->skill)
1125 { 993 {
1126 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1127 if (!skill) 996 if (!skill)
1128 { 997 {
1129 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));
1130 return 0; 1002 return 0;
1131 } 1003 }
1132 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)
1133 { 1010 {
1134 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 ())
1135 return 0; 1027 return 0;
1136 } 1028 }
1137 } 1029 }
1030
1138 /* 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
1139 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1140 */ 1033 */
1141 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1142 { 1035 {
1143 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1144 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)
1145 { 1038 {
1146 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1147 return 0; 1040 return 0;
1148 } 1041 }
1149 1042
1150 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1151 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)
1152 { 1045 {
1153 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 -
1154 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)
1155 {
1156 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));
1157 }
1158 else 1049 else
1159 { 1050 {
1160 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);
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1162 return 0; 1053 return 0;
1163 } 1054 }
1164 } 1055 }
1165 1056
1166 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1167 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) <
1168 (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]))
1169 { 1060 {
1170 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1171 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1172 if (settings.casting_time == TRUE) 1063
1173 {
1174 op->casting_time = -1;
1175 }
1176 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);
1177 return 0; 1065 return 0;
1178 } 1066 }
1179 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1180 { 1068 {
1181 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;
1182 1070
1183 if (failure < 0) 1071 if (failure < 0)
1184 { 1072 {
1185 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.");
1186 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1187 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);
1188 op->contr->shoottype = (rangetype) old_shoottype; 1076
1189 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);
1190 return 0; 1078 return 0;
1191 } 1079 }
1192 } 1080 }
1193 } 1081 }
1194 } 1082 }
1195 1083
1196 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1197 1085
1198 /* 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
1199 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1200 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1201 * doing. 1089 * doing.
1202 */ 1090 */
1203 1091
1204 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 :-)!
1205 { 1093 {
1206 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!");
1207 return 0; 1095 return 0;
1208 } 1096 }
1209 1097
1210 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1211 && (caster->type != POTION) 1099 && (caster->type != POTION)
1216 { 1104 {
1217 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1218 return 0; 1106 return 0;
1219 1107
1220 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1221 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));
1222 else 1110 else if (object *item = op->contr->ranged_ob)
1223 switch (op->contr->shoottype)
1224 { 1111 {
1225 case range_magic: 1112 if (item->type == SPELL)
1226 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1227 break; 1114 else if (item->type == SCROLL)
1228 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1230 break;
1231 case range_golem:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1233 break;
1234 default:
1235 break;
1236 }
1237 return 0;
1238 }
1239
1240 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1241 {
1242 if (op->casting_time == -1)
1243 { /* begin the casting */
1244 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1245 op->spell = spell_ob;
1246 /* put the stringarg into the object struct so that when the
1247 * spell is actually cast, it knows about the stringarg.
1248 * necessary for the invoke command spells.
1249 */
1250 if (stringarg)
1251 {
1252 op->spellarg = strdup (stringarg);
1253 }
1254 else 1116 else
1255 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1256 return 0;
1257 }
1258 else if (op->casting_time != 0)
1259 {
1260 if (op->type == PLAYER)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1262 return 0;
1263 } 1118 }
1264 else 1119 else
1265 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1266 op->casting_time = -1; 1121
1267 spell_ob = op->spell; 1122 return 0;
1268 stringarg = op->spellarg;
1269 }
1270 }
1271 else
1272 { 1123 }
1124
1273 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1274 * 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
1275 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1276 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1277 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1278 * the player any time. 1130 * the player any time.
1279 * 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
1280 */ 1138 */
1281 if (caster == op && caster->type != FIREWALL)
1282 {
1283 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1284 /* Other portions of the code may also decrement the speed of the player, so
1285 * put a lower limit so that the player isn't stuck here too long
1286 */
1287 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))
1288 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);
1289 } 1141 }
1290 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)
1291 {
1292 op->speed_left -= 2 * FABS (op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1293 }
1294 }
1295 1144
1296 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1297 { 1146 {
1298 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);
1299 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);
1306 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1307 { 1156 {
1308 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1309 if (!skill) 1158 if (!skill)
1310 { 1159 {
1311 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)));
1312 return 0; 1161 return 0;
1313 } 1162 }
1163
1314 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1315 } 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);
1316 1169
1317 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1318 { 1171 {
1319 /* 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
1320 * in in spells.h. 1173 * in spells.h.
1321 */ 1174 */
1322 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1323 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1324 break; 1177 break;
1325 1178
1326 case SP_RUNE: 1179 case SP_RUNE:
1327 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1328 break; 1181 break;
1329 1182
1330 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1331 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1332 break; 1185 break;
1333 1186
1334 case SP_BOLT: 1187 case SP_BOLT:
1335 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1336 break; 1189 break;
1354 case SP_SMITE: 1207 case SP_SMITE:
1355 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1356 break; 1209 break;
1357 1210
1358 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1359 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);
1360 break; 1213 break;
1361 1214
1362 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1363 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1364 old_shoottype = range_golem;
1365 break; 1217 break;
1366 1218
1367 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1368 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1369 * moved. 1221 * moved.
1370 */ 1222 */
1371 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1372 break; 1224 break;
1373 1225
1374 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1375 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1376 { 1228 {
1409 case SP_HEALING: 1261 case SP_HEALING:
1410 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1411 break; 1263 break;
1412 1264
1413 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1414 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1415 break; 1267 break;
1416 1268
1417 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1418 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1419 break; 1271 break;
1429 case SP_CURSE: 1281 case SP_CURSE:
1430 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1431 break; 1283 break;
1432 1284
1433 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1434 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1435 break; 1287 break;
1436 1288
1437 case SP_CHARGING: 1289 case SP_CHARGING:
1438 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1439 break; 1291 break;
1442#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1443 /* 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
1444 * 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
1445 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1446 */ 1298 */
1447 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1448 success = 0; 1300 success = 0;
1449#else 1301#else
1450 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1451#endif 1303#endif
1452 break; 1304 break;
1472 break; 1324 break;
1473 1325
1474 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1475 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)
1476 { 1328 {
1477 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));
1478 success = 0; 1330 success = 0;
1479 } 1331 }
1480 else 1332 else
1481 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);
1482 break; 1334 break;
1483 1335
1484 case SP_SWARM: 1336 case SP_SWARM:
1485 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1486 break; 1338 break;
1493 /* in rune.c */ 1345 /* in rune.c */
1494 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1495 break; 1347 break;
1496 1348
1497 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1498 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1499 break; 1351 break;
1500 1352
1501 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1502 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1503 break; 1355 break;
1504 1356
1505 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1506 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1507 old_shoottype = range_golem;
1508 break; 1359 break;
1509 1360
1510 case SP_LIGHT: 1361 case SP_LIGHT:
1511 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1512 break; 1363 break;
1525 1376
1526 case SP_AURA: 1377 case SP_AURA:
1527 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1528 break; 1379 break;
1529 1380
1530 case SP_TOWN_PORTAL:
1531 success = cast_create_town_portal (op, caster, spell_ob, dir);
1532 break;
1533
1534 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1535 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1536 break; 1383 break;
1537 1384
1538 default: 1385 default:
1539 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1540 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);
1541 }
1542
1543 /* FIXME - we need some better sound suppport */
1544 // yes, for example, augment map info with the spell effect
1545 // so clients can calculate the sounds themselves
1546 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1547
1548 /* free the spell arg */
1549 if (settings.casting_time == TRUE && stringarg)
1550 { 1387 }
1551 free (stringarg); 1388
1552 stringarg = NULL; 1389 op->play_sound (
1553 } 1390 success
1554 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1555 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1556 * it again. 1393 : sound_find ("spell_success")
1557 */ 1394 : sound_find ("fumble_spell")
1558 if (op->contr) 1395 );
1559 op->contr->shoottype = (rangetype) old_shoottype;
1560 1396
1561 return success; 1397 return success;
1562} 1398}
1563 1399
1564
1565/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1566 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1567 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1568 */ 1403 */
1569void 1404void
1570move_spell_effect (object *op) 1405move_spell_effect (object *op)
1571{ 1406{
1611 move_aura (op); 1446 move_aura (op);
1612 break; 1447 break;
1613 } 1448 }
1614} 1449}
1615 1450
1616/* this checks to see if something special should happen if
1617 * something runs into the object.
1618 */
1619void
1620check_spell_effect (object *op)
1621{
1622 switch (op->subtype)
1623 {
1624 case SP_BOLT:
1625 move_bolt (op);
1626 return;
1627
1628 case SP_BULLET:
1629 check_bullet (op);
1630 return;
1631 }
1632}
1633
1634/* This is called by move_apply. Basically, if someone 1451/* This is called by move_apply. Basically, if someone
1635 * 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
1636 * are set, this is called. This should only be called for 1453 * are set, this is called. This should only be called for
1637 * objects of the appropraite type. 1454 * objects of the appropriate type.
1638 */ 1455 */
1639void 1456void
1640apply_spell_effect (object *spell, object *victim) 1457apply_spell_effect (object *spell, object *victim)
1641{ 1458{
1642 switch (spell->subtype) 1459 switch (spell->subtype)
1648 1465
1649 case SP_MAGIC_MISSILE: 1466 case SP_MAGIC_MISSILE:
1650 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1467 if (QUERY_FLAG (victim, FLAG_ALIVE))
1651 { 1468 {
1652 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1653
1654 if (!spell->destroyed ())
1655 spell->destroy (); 1470 spell->destroy ();
1656 } 1471 }
1657 break; 1472 break;
1658 1473
1659 case SP_MOVING_BALL: 1474 case SP_MOVING_BALL:
1660 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1475 if (QUERY_FLAG (victim, FLAG_ALIVE))
1661 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1662 else if (victim->material || victim->materialname) 1477 else if (victim->materialname)
1663 save_throw_object (victim, spell->attacktype, spell); 1478 save_throw_object (victim, spell->attacktype, spell);
1479
1664 break; 1480 break;
1665 } 1481 }
1666} 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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