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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.109 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_util.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30 24
31#include <global.h> 25#include <global.h>
32#include <spells.h> 26#include <spells.h>
33#include <object.h> 27#include <object.h>
34#include <errno.h> 28#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 29#include <sproto.h>
37#endif
38#include <sounds.h> 30#include <sounds.h>
39 31
40extern char *spell_mapping[]; 32extern char *spell_mapping[];
41 33
42/* 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
43 * 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
44 * matching spells are used. 36 * matching spells are used.
45 */ 37 */
38object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
47{ 40{
48 int k=0,s; 41 int k = 0, s;
49 object *tmp;
50 42
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
53 46
54 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
55 if (!k) return NULL; 48 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 49 return NULL;
50
51 s = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 67 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 68 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 69 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 70 * that object (use magic device).
75 */ 71 */
72void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 73set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 74{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 75 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 76 dest->skill = spob->skill;
81 else if (caster->skill) 77 else
82 dest->skill = add_refcount(caster->skill); 78 dest->skill = caster->skill;
83}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
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 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 79}
141 80
142/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
143 * 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
144 */ 83 */
145 84void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 86{
149
150 if (spob->other_arch != NULL) { 87 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 88 map->insert (spob->other_arch->instance (), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int min_casting_level(object *caster, object *spell)
171{ 93{
172 int new_level; 94 // compute the attuned/repelled bonus
173 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
174 if (caster->path_denied & spell->path_attuned) { 96 // repell has no such quarrels
175 /* This case is not a bug, just the fact that this function is 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188} 99}
189
190 100
191/* This function returns the effective level the spell 101/* This function returns the effective level the spell
192 * is being cast at. 102 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */ 103 */
197 104int
198int caster_level(object *caster, object *spell) 105casting_level (object *caster, object *spell)
199{ 106{
200 int level = caster->level; 107 int level = caster->level;
201 108
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* 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. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 111 {
217 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);
218 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
114
219 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
220 }
221 116 }
222 /* Got valid caster level. Now adjust for attunement */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 118 if (object *skill = caster->contr->find_skill (spell->skill))
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 119 level = skill->level;
225 120
121 int bonus = attuned_bonus (caster, spell, level);
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);
128
226 /* 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
227 * errors in various places. 130 * errors in various places.
228 */ 131 */
229 if (level < 1) level = 1; 132 return clamp (level, 1, settings.max_level);
230 return level;
231} 133}
232 134
233/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
239 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
240 * spell is the spell object. 142 * spell is the spell object.
241 * 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
242 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
243 */ 145 */
244 146sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 148{
247 int sp, grace, level = caster_level(caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
248 150
249 if (settings.spellpoint_level_depend == TRUE) { 151 if (settings.spellpoint_level_depend == TRUE)
152 {
250 if (spell->stats.sp && spell->stats.maxsp) { 153 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
252 (1.0 + MAX(0, 155 else
253 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254 }
255 else sp = spell->stats.sp; 156 sp = spell->stats.sp;
256 157
257 sp *= (int) PATH_SP_MULT(caster,spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 159 if (!sp && spell->stats.sp)
160 sp = 1;
259 161
260 if (spell->stats.grace && spell->stats.maxgrace) { 162 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
262 (1.0 + MAX(0, 164 else
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264 }
265 else grace = spell->stats.grace; 165 grace = spell->stats.grace;
266 166
267 grace *= (int) PATH_SP_MULT(caster,spell); 167 grace *= PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 168 if (spell->stats.grace && !grace)
269 } else { 169 grace = 1;
170 }
171 else
172 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 174 if (spell->stats.sp && !sp)
175 sp = 1;
176
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 178 if (spell->stats.grace && !grace)
179 grace = 1;
274 } 180 }
181
275 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 183 return max (sp, grace);
277 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
278 return grace; 185 return grace;
279 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
280 return sp; 187 return sp;
281 else { 188 else
189 {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 191 return 0;
284 } 192 }
285} 193}
286 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
287 205
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
290 */ 208 */
209int
291int SP_level_dam_adjust(object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
292{ 211{
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
301} 216}
302 217
303/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
306 */ 221 */
222int
307int SP_level_duration_adjust(object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
308{ 224{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier) 225 if (!spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 229}
319 230
320/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
323 */ 234 */
235int
324int SP_level_range_adjust(object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
325{ 237{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier) 238 if (!spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
335} 242}
336 243
337/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
340 */ 247 */
248object *
341object *check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
342{ 250{
343 object *spop; 251 object *spop;
344 252
345 for (spop=op->inv; spop; spop=spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 254 if (spop->type == SPELL && spop->name == name)
255 return spop;
347 256
348 return NULL; 257 return 0;
349} 258}
350
351 259
352/* 260/*
353 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 266 * exact match, we also return NULL.
359 */ 267 */
360 268object *
361object *lookup_spell_by_name(object *op,const char *spname) { 269lookup_spell_by_name (object *op, const char *spname)
362 object *spob1=NULL, *spob2=NULL, *spob; 270{
271 object *spob1 = 0, *spob2 = 0;
363 int nummatch=0; 272 int nummatch = 0;
364 273
365 if(spname==NULL) return NULL; 274 if (!spname)
275 return 0;
366 276
367 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
370 */ 280 */
371 for (spob = op->inv; spob; spob=spob->below) { 281 for (object *spob = op->inv; spob; spob = spob->below)
282 {
372 if (spob->type == SPELL) { 283 if (spob->type == SPELL)
284 {
285 // TODO: WTF?
373 if (!strncmp(spob->name, spname, strlen(spname))) { 286 if (!strncmp (spob->name, spname, strlen (spname)))
374 nummatch++; 287 {
375 spob1 = spob; 288 nummatch++;
289 spob1 = spob;
290 }
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 291 else if (!strncmp (spob->name, spname, strlen (spob->name)))
292 {
377 /* if spells have ambiguous names, it makes matching 293 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would 294 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
381 */ 297 */
382 if (spob2) 298 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
384 spob2->name, spob->name); 300
385 spob2 = spob; 301 spob2 = spob;
302 }
303 }
386 } 304 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
391 */ 307 */
308 if (spob2)
392 if (spob2) return spob2; 309 return spob2;
310
393 if (spob1 && nummatch == 1) return spob1; 311 if (spob1 && nummatch == 1)
312 return spob1;
313
394 return NULL; 314 return NULL;
395} 315}
396 316
397/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 319 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 320 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
403 */ 323 */
324int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 325reflwall (maptile *m, int x, int y, object *sp_op)
405 object *op; 326{
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 327 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 328 return 0;
329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332 && (!QUERY_FLAG (op, FLAG_ALIVE)
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1;
335
336 return 0;
414} 337}
415 338
416/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 343 * returns the direction that the object was actually placed
421 * in. 344 * in.
422 */ 345 */
346int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 348{
425 mapstruct *m; 349 maptile *m;
426 sint16 sx, sy; 350 sint16 sx, sy;
427 351
428 if(dir && 352 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
355 {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
433 dir = 0; 358 dir = 0;
434 } 359 }
435 new_op->x=op->x+freearr_x[dir]; 360
436 new_op->y=op->y+freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 if (dir == 0) 362 op->map->insert (new_op,
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
439 else 364 op,
440 insert_ob_in_map(new_op,op->map,op,0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
441 return dir; 367 return dir;
368}
369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
442} 386}
443 387
444/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 * 394 */
451 */ 395int
452
453int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
454 object *tmp; 397{
455 int mflags; 398 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 399 return 0;
490 400
401 mapspace &ms = m->at (x, y);
402 ms.update ();
403
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
408
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 {
411 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could
413 * leave this out and let in progress, and other areas of the code
414 * will then remove it, but that would seem to to use more
415 * resources, and may not work as well if a player is standing
416 * on top of a counterwall spell (may hit the player before being
417 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up.
491 /* 419 */
420 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
428 // we special case floor here because there
429 // are sometimes spell effect floors
430 // which are used to inflict damage
431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC))
434 return 0;
435
436 if (tmp->type == op->type)
437 {
438 if (tmp->subtype == op->subtype
439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
492 * Combine similar spell effects into one spell effect. Needed for 451 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 452 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 453 * playability reasons.
495 */ 454 */
496 if (tmp->arch == op->arch
497 && tmp->type == op->type
498 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) 455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
502 ) { 456 if (mergable_owner (tmp, op))
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 457 {
504 tmp->range = MAX (tmp->range, op->range); 458 // if same owner, then combine, but reduce advantage of multiple spells
505 tmp->duration = MAX (tmp->duration, op->duration); 459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
506 return 0; 470 return 0;
507 } 471 }
508 472
509 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
511 */ 475 */
512 } 476 }
477
513 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
514 return 1; 479 return 1;
515} 480}
516 481
517/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 483 * op: person firing the object.
519 * caster: object casting the spell. 484 * caster: object casting the spell.
522 * dir: direction to fire in. 487 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype 488 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire. 489 * to fire.
525 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
526 */ 491 */
527 492int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 494{
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL) 495 if (!spell->other_arch)
536 return 0; 496 return 0;
537 497
538 m = op->map; 498 object *tmp = spell->other_arch->instance ();
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 499
540 if (mflags & P_OUT_OF_MAP) { 500 if (!tmp)
541 return 0; 501 return 0;
542 }
543 502
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir; 509 tmp->direction = dir;
566 if (get_owner (op) != NULL) 510 tmp->set_owner (op);
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
572 513
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0; 516 if (!tailor_god_spell (tmp, op))
576 } 517 return 0;
518
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 520 SET_ANIMATION (tmp, dir);
579 521
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
581 return 1;
582
583 move_spell_effect(tmp); 523 move_spell_effect (tmp);
584 524
585 return 1; 525 return 1;
586} 526}
587
588
589 527
590/***************************************************************************** 528/*****************************************************************************
591 * 529 *
592 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
593 * 531 *
594 ****************************************************************************/ 532 ****************************************************************************/
595 533void
596void regenerate_rod(object *rod) { 534regenerate_rod (object *rod)
535{
597 if (rod->stats.hp < rod->stats.maxhp) { 536 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 538}
604 539
605 540void
606void drain_rod_charge(object *rod) { 541drain_rod_charge (object *rod)
542{
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 543 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
608} 544}
609
610
611
612 545
613/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player), 548 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or 549 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object. 550 * NULL if no good object.
618 */ 551 */
619 552object *
620object *find_target_for_friendly_spell(object *op,int dir) { 553find_target_for_friendly_spell (object *op, int dir)
554{
621 object *tmp; 555 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 556
626 /* I don't really get this block - if op isn't a player or rune, 557 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
629 */ 560 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 561 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 562 {
563 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 565 * to the caster.
634 */ 566 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
568 tmp = op;
569 }
570 else
636 } 571 {
637 else { 572 maptile *m = op->map;
638 m = op->map; 573 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 574 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 575
641 576 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 577 ? m->at (x, y).player ()
643 578 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 579 }
580
652 /* didn't find a player there, look in current square for a player */ 581 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 582 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 583 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 584
670 return tmp; 585 return tmp;
671} 586}
672
673
674 587
675/* raytrace: 588/* raytrace:
676 * spell_find_dir(map, x, y, exclude) will search first the center square 589 * spell_find_dir(map, x, y, exclude) will search first the center square
677 * then some close squares in the given map at the given coordinates for 590 * then some close squares in the given map at the given coordinates for
678 * live objects. 591 * live objects.
681 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
682 * It returns the direction toward the first/closest live object if it finds 595 * It returns the direction toward the first/closest live object if it finds
683 * any, otherwise -1. 596 * any, otherwise -1.
684 * note that exclude can be NULL, in which case all bets are off. 597 * note that exclude can be NULL, in which case all bets are off.
685 */ 598 */
686 599int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 600spell_find_dir (maptile *m, int x, int y, object *exclude)
601{
688 int i,max=SIZEOFFREE; 602 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 603 sint16 nx, ny;
690 int owner_type=0, mflags; 604 int owner_type = 0, mflags;
691 object *tmp; 605 object *tmp;
692 mapstruct *mp; 606 maptile *mp;
693 607
694 if (exclude && exclude->head) 608 if (exclude && exclude->head)
695 exclude = exclude->head; 609 exclude = exclude->head;
696 if (exclude && exclude->type) 610 if (exclude && exclude->type)
697 owner_type = exclude->type; 611 owner_type = exclude->type;
698 612
699 for(i=rndm(1, 8);i<max;i++) { 613 for (i = rndm (1, 8); i < max; i++)
614 {
700 nx = x + freearr_x[i]; 615 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 616 ny = y + freearr_y[i];
702 mp = m; 617 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 618 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 619 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
620 continue;
705 621
706 tmp=get_map_ob(mp,nx,ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
707 623
708 while(tmp!=NULL && (((owner_type==PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 627 tmp = tmp->above;
713 628
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 630 return freedir[i];
716 } 631 }
717 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
718} 633}
719
720
721 634
722/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
725 */ 638 */
726 639static void
727void put_a_monster(object *op,const char *monstername) { 640put_a_monster (object *op, const char *monstername)
641{
728 object *tmp,*head=NULL,*prev=NULL; 642 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 643 archetype *at;
730 int dir; 644 int dir;
731 645
732 /* Handle cases where we are passed a bogus mosntername */ 646 /* Handle cases where we are passed a bogus mosntername */
733 647
734 if((at=find_archetype(monstername))==NULL) return; 648 if ((at = archetype::find (monstername)) == NULL)
649 return;
735 650
736 /* find a free square nearby 651 /* find a free square nearby
737 * first we check the closest square for free squares 652 * first we check the closest square for free squares
738 */ 653 */
739 654
740 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 655 dir = find_first_free_spot (at, op->map, op->x, op->y);
741 if(dir!=-1) { 656 if (dir != -1)
657 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 659 * insert multipart monsters properly
744 */ 660 */
745 while (at!=NULL) { 661 //TODO: use expand_tail + ...
746 tmp=arch_to_object(at); 662 while (at != NULL)
663 {
664 tmp = at->instance ();
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
749 tmp->map = op->map; 667 tmp->map = op->map;
750 if (head) { 668 if (head)
751 tmp->head=head; 669 {
752 prev->more=tmp; 670 tmp->head = head;
753 } 671 prev->more = tmp;
754 if (!head) head=tmp; 672 }
755 prev=tmp;
756 at=at->more;
757 }
758 673
674 if (!head)
675 head = tmp;
676
677 prev = tmp;
678
679 at = (archetype *)at->more;
680 }
681
759 if (head->randomitems) 682 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 684
762 insert_ob_in_map(head,op->map,op,0); 685 insert_ob_in_map (head, op->map, op, 0);
763 686
764 /* thought it'd be cool to insert a burnout, too.*/ 687 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
766 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0);
770 } 689 }
771} 690}
772 691
773/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 693 * places them in nearby squares.
781 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
782 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
783 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
785 */ 704 */
786 705int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 706summon_hostile_monsters (object *op, int n, const char *monstername)
707{
788 int i; 708 int i;
709
789 for(i=0;i<n;i++) 710 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 711 put_a_monster (op, monstername);
791 712
792 return n; 713 return n;
793} 714}
794 715
795 716
796/* Some local definitions for shuffle-attack */ 717/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 718struct attacktype_shuffle
719{
798 int attacktype; 720 int attacktype;
799 int face; 721 int face;
800 } ATTACKS[22] = { 722} ATTACKS[22] =
723{
801 {AT_PHYSICAL,0}, 724 { AT_PHYSICAL, 0},
802 {AT_PHYSICAL,0}, /*face = explosion*/ 725 { AT_PHYSICAL, 0}, /*face = explosion */
803 {AT_PHYSICAL,0}, 726 { AT_PHYSICAL, 0},
804 {AT_MAGIC,1}, 727 { AT_MAGIC, 1},
805 {AT_MAGIC,1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
806 {AT_MAGIC,1}, 729 { AT_MAGIC, 1},
807 {AT_FIRE,2}, 730 { AT_FIRE, 2},
808 {AT_FIRE,2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
809 {AT_FIRE,2}, 732 { AT_FIRE, 2},
810 {AT_ELECTRICITY,3}, 733 { AT_ELECTRICITY, 3},
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
812 {AT_ELECTRICITY,3}, 735 { AT_ELECTRICITY, 3},
813 {AT_COLD,4},
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 736 { AT_COLD, 4},
737 { AT_COLD, 4}, /* face=icestorm */
738 { AT_COLD, 4},
816 {AT_CONFUSION,5}, 739 { AT_CONFUSION, 5},
817 {AT_POISON,7}, 740 { AT_POISON, 7},
818 {AT_POISON,7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
819 {AT_POISON,7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
820 {AT_SLOW,8}, 743 { AT_SLOW, 8},
821 {AT_PARALYZE,9}, 744 { AT_PARALYZE, 9},
822 {AT_FEAR,10} }; 745 { AT_FEAR, 10},
823 746};
824
825 747
826/* shuffle_attack: peterm 748/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
828 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
829 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
837 * would be nice. 759 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 760 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 761 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 762 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 763 */
764void
842void shuffle_attack(object *op,int change_face) 765shuffle_attack (object *op, int change_face)
843{ 766{
844 int i; 767 int i;
768
845 i=rndm(0, 21); 769 i = rndm (0, 21);
846 770
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 771 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 772
849 if(change_face) { 773 if (change_face)
774 {
850 SET_ANIMATION(op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
851 } 776 }
852} 777}
853
854 778
855/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
856 * at casting a prayer. 780 * at casting a prayer.
857 * op is the player. 781 * op is the player.
858 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
859 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
860 */ 784 */
861 785static void
862void prayer_failure(object *op, int failure,int power) 786prayer_failure (object *op, int failure, int power)
863{ 787{
864 const char *godname; 788 const char *godname;
865 object *tmp; 789 object *tmp;
866 790
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 791 if (!strcmp ((godname = determine_god (op)), "none"))
792 godname = "Your spirit";
868 793
869 if(failure<= -20 && failure > -40) /* wonder */ 794 if (failure <= -20 && failure > -40) /* wonder */
870 { 795 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 796 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype(SPELL_WONDER); 797 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 798 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 799 tmp->destroy ();
875 } 800 }
876 801
877 else if (failure <= -40 && failure > -60) /* confusion */ 802 else if (failure <= -40 && failure > -60) /* confusion */
878 { 803 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 804 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player(op,op,99); 805 confuse_player (op, op, 99);
881 } 806 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 807 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 808 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
885 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 810 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player(op,op,99); 811 paralyze_player (op, op, 99);
887 } 812 }
888 else if (failure <= -150) /* blast the immediate area */ 813 else if (failure <= -150) /* blast the immediate area */
889 { 814 {
890 tmp = get_archetype(GOD_POWER); 815 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 816 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm(op,tmp, power); 817 cast_magic_storm (op, tmp, power);
893 } 818 }
894} 819}
895 820
896/* 821/*
897 * spell_failure() handles the various effects for differing degrees 822 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 825 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell. 826 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell. 827 * skill is the skill you'd need to cast the spell.
903 */ 828 */
904 829
830void
905void spell_failure(object *op, int failure,int power, object *skill) 831spell_failure (object *op, int failure, int power, object *skill)
906{ 832{
907 object *tmp; 833 object *tmp;
908 834
909 if (settings.spell_failure_effects == FALSE) 835 if (settings.spell_failure_effects == FALSE)
910 return; 836 return;
911 837
912 if (failure<=-20 && failure > -40) /* wonder */ 838 if (failure <= -20 && failure > -40) /* wonder */
913 { 839 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 840 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 841 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 842 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 843 tmp->destroy ();
918 } 844 }
919 845
920 else if (failure <= -40 && failure > -60) /* confusion */ 846 else if (failure <= -40 && failure > -60) /* confusion */
921 { 847 {
922 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 848 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923 confuse_player(op,op,99); 849 confuse_player (op, op, 99);
924 } 850 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 851 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 852 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 853 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 854 paralyze_player (op, op, 99);
929 } 855 }
930 else if (failure <= -80) /* blast the immediate area */ 856 else if (failure <= -80) /* blast the immediate area */
931 { 857 {
932 object *tmp; 858 object *tmp;
859
933 /* Safety check to make sure we don't get any mana storms in scorn */ 860 /* Safety check to make sure we don't get any mana storms in scorn */
934 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 861 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 862 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 863 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 864 hit_player (op, 9998, op, AT_INTERNAL, 1);
865
967 } 866 }
968 spell = arch_to_object( spell_ob->other_arch ); 867 else
969
970 /* Always cast spell on caster */
971 success = cast_spell( op, caster, dir, spell, stringarg );
972
973 if ( caster->contr->party == NULL )
974 { 868 {
975 remove_ob( spell ); 869 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
976 return success; 870 tmp = get_archetype (LOOSE_MANA);
871 tmp->level = skill->level;
872
873 /* increase the area of destruction a little for more powerful spells */
874 tmp->range += isqrt (power);
875
876 if (power > 25)
877 tmp->stats.dam = 25 + isqrt (power);
878 else
879 tmp->stats.dam = power; /* nasty recoils! */
880
881 tmp->stats.maxhp = tmp->count;
882
883 tmp->insert_at (op);
977 } 884 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 885 }
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 886}
980 { 887
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 888static int
982 } 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
983 remove_ob( spell ); 890{
891 if (!spell_ob->other_arch)
892 {
893 LOG (llevError, "cast_party_spell: empty other arch\n");
894 return 0;
895 }
896
897 object *spell = spell_ob->other_arch->instance ();
898
899 /* Always cast spell on caster */
900 int success = cast_spell (op, caster, dir, spell, spellparam);
901
902 if (!op->contr || !op->contr->party)
903 {
904 spell->remove ();
984 return success; 905 return success;
985 } 906 }
907
908 for_all_players (pl)
909 if ((pl->ob->contr->party == op->contr->party)
910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
913
914 spell->remove ();
915 return success;
916}
986 917
987/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
988 * 919 *
989 * op is the creature that is owner of the object that is casting the spell - 920 * op is the creature that is owner of the object that is casting the spell -
990 * eg, the player or monster. 921 * eg, the player or monster.
992 * same as op. 923 * same as op.
993 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
994 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
995 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
996 * we can determine what to do. 927 * we can determine what to do.
997 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
998 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
999 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
1000 * etc. 931 * etc.
1001 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
1002 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
1009 * 940 *
1010 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1011 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1013 */ 944 */
1014 945int
1015int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1016 947{
1017 const char *godname; 948 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 949 int success = 0;
1019 object *skill=NULL; 950 object *skill = NULL;
1020 951
1021 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022
1023 if (!spell_ob) { 952 if (!spell_ob)
953 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 955 return 0;
1026 } 956 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 957
958 if (!strcmp ((godname = determine_god (op)), "none"))
959 godname = "A random spirit";
960
1029 /* the caller should set caster to op if appropriate */ 961 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 962 if (!caster)
963 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 964 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 965 return 0;
1033 } 966 }
1034 967
1035 /* if caster is a spell casting object, this normally shouldn't be 968 /* if caster is a spell casting object, this normally shouldn't be
1036 * an issue, because they don't have any spellpaths set up. 969 * an issue, because they don't have any spellpaths set up.
1037 */ 970 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 971 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
972 {
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1040 return 0; 974 return 0;
1041 } 975 }
1042 976
1043 /* if it is a player casting the spell, and they are really casting it 977 /* if it is a player casting the spell, and they are really casting it
1044 * (vs it coming from a wand, scroll, or whatever else), do some 978 * (vs it coming from a wand, scroll, or whatever else), do some
1045 * checks. We let monsters do special things - eg, they 979 * checks. We let monsters do special things - eg, they
1046 * don't need the skill, bypass level checks, etc. The monster function 980 * don't need the skill, bypass level checks, etc. The monster function
1047 * should take care of that. 981 * should take care of that.
1048 * Remove the wiz check here and move it further down - some spells 982 * Remove the wiz check here and move it further down - some spells
1049 * need to have the right skill pointer passed, so we need to 983 * need to have the right skill pointer passed, so we need to
1050 * at least process that code. 984 * at least process that code.
1051 */ 985 */
1052 if (op->type == PLAYER && op == caster) { 986 if (op->type == PLAYER && op == caster)
1053 cast_level = caster_level(caster, spell_ob); 987 {
1054 if (spell_ob->skill) { 988 if (spell_ob->skill)
989 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
991
1056 if (!skill) { 992 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 993 {
1058 spell_ob->skill, spell_ob->name); 994 op->failmsg (format ("You need the skill %s to cast %s! "
1059 return 0; 995 "H<You either need to learn the skill via a skill scroll "
1060 } 996 "or you need to wear a talisman or holy symbol.>",
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 997 &spell_ob->skill, &spell_ob->name));
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 998 return 0;
1063 return 0; 999 }
1064 } 1000
1065 } 1001 const char *msg = "";
1002
1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
1006 {
1007 caster_level += min (caster_level, ATTUNE_REPELL);
1008 msg = " (attuned)";
1009 }
1010
1011 if (op->path_repelled & spell_ob->path_attuned)
1012 {
1013 caster_level -= ATTUNE_REPELL; // negative is ok
1014 msg = " (repelled)";
1015 }
1016
1017 if (spell_ob->level > caster_level)
1018 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level));
1022 if (!op->is_wiz ())
1023 return 0;
1024 }
1025 }
1026
1066 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1068 */ 1029 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1031 {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1034 {
1073 return 0; 1035 op->failmsg ("You don't have enough mana!");
1074 } 1036 return 0;
1037 }
1038
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1041 {
1086 return 0; 1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1087 } 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1088 } 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else
1046 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname));
1049 return 0;
1050 }
1051 }
1089 1052
1090 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1055 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1056 {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1095 if (settings.casting_time == TRUE) { 1058 op->failmsg ("You fumble the prayer.");
1096 op->casting_time = -1; 1059
1097 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0; 1061 return 0;
1062 }
1100 } else if (spell_ob->stats.sp) { 1063 else if (spell_ob->stats.sp)
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1064 {
1102 op->contr->encumbrance +op->level - spell_ob->level +35; 1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1103 1066
1104 if( failure < 0) { 1067 if (failure < 0)
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1068 {
1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure, 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1072
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0; 1074 return 0;
1113 } 1075 }
1076 }
1077 }
1114 } 1078 }
1115 }
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1119 1079
1080 int mflags = op->ms ().flags ();
1081
1120 /* See if we can cast a spell here. If the caster and op are 1082 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1123 * doing. 1085 * doing.
1124 */ 1086 */
1125 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1126 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1127 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1128 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1129 1087
1130 if (op->type!=PLAYER) 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 {
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1131 return 0; 1091 return 0;
1092 }
1132 1093
1094 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST)
1097 && (QUERY_FLAG (caster, FLAG_ALIVE)
1098 || QUERY_FLAG (op, FLAG_ALIVE))
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 {
1101 if (op->type != PLAYER)
1102 return 0;
1103
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1135 else 1106 else if (object *item = op->contr->ranged_ob)
1136 switch(op->contr->shoottype) { 1107 {
1137 case range_magic: 1108 if (item->type == SPELL)
1138 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1139 break; 1110 else if (item->type == SCROLL)
1140 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1112 else
1142 break; 1113 op->failmsg ("Something blocks the magic of your item.");
1143 case range_golem: 1114 }
1144 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1115 else
1145 break; 1116 op->failmsg ("Something blocks the spell!");
1146 default:
1147 break;
1148 }
1149 return 0;
1150 }
1151 1117
1152 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1118 return 0;
1153 if (op->casting_time==-1) { /* begin the casting */
1154 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1155 op->spell = spell_ob;
1156 /* put the stringarg into the object struct so that when the
1157 * spell is actually cast, it knows about the stringarg.
1158 * necessary for the invoke command spells.
1159 */
1160 if(stringarg) {
1161 op->spellarg = strdup_local(stringarg);
1162 } 1119 }
1163 else op->spellarg=NULL; 1120
1164 return 0;
1165 }
1166 else if (op->casting_time != 0) {
1167 if (op->type == PLAYER )
1168 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1169 return 0;
1170 } else { /* casting_time == 0 */
1171 op->casting_time = -1;
1172 spell_ob = op->spell;
1173 stringarg = op->spellarg;
1174 }
1175 } else {
1176 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1177 * if the player is casting it, then we use the time in 1122 * if the player is casting it, then we use the time in
1178 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1179 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1180 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1181 * the player any time. 1126 * the player any time.
1182 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1183 */ 1128 */
1184 if (caster == op && caster->type != FIREWALL) { 1129 if (caster == op && caster->type != FIREWALL)
1130 {
1185 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1186 /* Other portions of the code may also decrement the speed of the player, so 1132 /* Other portions of the code may also decrement the speed of the player, so
1187 * put a lower limit so that the player isn't stuck here too long 1133 * put a lower limit so that the player isn't stuck here too long
1188 */ 1134 */
1189 if ((spell_ob->casting_time > 0) &&
1190 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1191 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1192 } else if (caster->type == WAND || caster->type == HORN || 1137 }
1193 caster->type == ROD || caster->type == POTION || 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1194 caster->type == SCROLL) {
1195 op->speed_left -= 2 * FABS(op->speed); 1139 op->speed_left -= 2 * op->speed;
1196 }
1197 }
1198 1140
1199 if (op->type == PLAYER && op == caster) { 1141 if (op->type == PLAYER && op == caster)
1142 {
1200 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1201 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1202 } 1145 }
1203 1146
1204 /* We want to try to find the skill to properly credit exp. 1147 /* We want to try to find the skill to properly credit exp.
1205 * for spell casting objects, the exp goes to the skill the casting 1148 * for spell casting objects, the exp goes to the skill the casting
1206 * object requires. 1149 * object requires.
1207 */ 1150 */
1208 if (op != caster && !skill && caster->skill) { 1151 if (op != caster && !skill && caster->skill)
1152 {
1209 skill = find_skill_by_name(op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1210 if (!skill) { 1154 if (!skill)
1211 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1155 {
1212 caster->skill, query_name(caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1213 return 0; 1157 return 0;
1214 } 1158 }
1159
1215 change_skill(op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1216 } 1161 }
1217 1162
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0);
1165
1218 switch(spell_ob->subtype) { 1166 switch (spell_ob->subtype)
1167 {
1219 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1220 * in in spells.h. 1169 * in spells.h.
1221 */ 1170 */
1222 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1223 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1224 break; 1173 break;
1225 1174
1226 case SP_RUNE: 1175 case SP_RUNE:
1227 success = write_rune(op,caster, spell_ob, dir,stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1228 break; 1177 break;
1229 1178
1230 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1231 success = write_mark(op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1232 break; 1181 break;
1233 1182
1234 case SP_BOLT: 1183 case SP_BOLT:
1235 success = fire_bolt(op,caster,dir,spell_ob,skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1236 break; 1185 break;
1237 1186
1238 case SP_BULLET: 1187 case SP_BULLET:
1239 success = fire_bullet(op, caster, dir, spell_ob); 1188 success = fire_bullet (op, caster, dir, spell_ob);
1240 break; 1189 break;
1241 1190
1242 case SP_CONE: 1191 case SP_CONE:
1243 success = cast_cone(op, caster, dir, spell_ob); 1192 success = cast_cone (op, caster, dir, spell_ob);
1244 break; 1193 break;
1245 1194
1246 case SP_BOMB: 1195 case SP_BOMB:
1247 success = create_bomb(op,caster,dir, spell_ob); 1196 success = create_bomb (op, caster, dir, spell_ob);
1248 break; 1197 break;
1249 1198
1250 case SP_WONDER: 1199 case SP_WONDER:
1251 success = cast_wonder(op,caster, dir,spell_ob); 1200 success = cast_wonder (op, caster, dir, spell_ob);
1252 break; 1201 break;
1253 1202
1254 case SP_SMITE: 1203 case SP_SMITE:
1255 success = cast_smite_spell(op,caster, dir,spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1256 break; 1205 break;
1257 1206
1258 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1259 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1208 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1260 op->y + freearr_y[dir], dir, spell_ob);
1261 break; 1209 break;
1262 1210
1263 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1264 success = summon_golem(op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1265 old_shoottype = range_golem;
1266 break; 1213 break;
1267 1214
1268 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1269 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1270 * moved. 1217 * moved.
1271 */ 1218 */
1272 success = dimension_door(op,caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1273 break; 1220 break;
1274 1221
1275 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1276 if(op->type==PLAYER) { 1223 if (op->type == PLAYER)
1224 {
1277 spell_effect(spell_ob, op->x, op->y, op->map, op); 1225 spell_effect (spell_ob, op->x, op->y, op->map, op);
1278 draw_magic_map(op); 1226 draw_magic_map (op);
1279 success=1; 1227 success = 1;
1280 } 1228 }
1281 else success=0; 1229 else
1230 success = 0;
1282 break; 1231 break;
1283 1232
1284 case SP_MAGIC_WALL: 1233 case SP_MAGIC_WALL:
1285 success = magic_wall(op,caster,dir,spell_ob); 1234 success = magic_wall (op, caster, dir, spell_ob);
1286 break; 1235 break;
1287 1236
1288 case SP_DESTRUCTION: 1237 case SP_DESTRUCTION:
1289 success = cast_destruction(op,caster,spell_ob); 1238 success = cast_destruction (op, caster, spell_ob);
1290 break; 1239 break;
1291 1240
1292 case SP_PERCEIVE_SELF: 1241 case SP_PERCEIVE_SELF:
1293 success = perceive_self(op); 1242 success = perceive_self (op);
1294 break; 1243 break;
1295 1244
1296 case SP_WORD_OF_RECALL: 1245 case SP_WORD_OF_RECALL:
1297 success = cast_word_of_recall(op,caster,spell_ob); 1246 success = cast_word_of_recall (op, caster, spell_ob);
1298 break; 1247 break;
1299 1248
1300 case SP_INVISIBLE: 1249 case SP_INVISIBLE:
1301 success = cast_invisible(op,caster,spell_ob); 1250 success = cast_invisible (op, caster, spell_ob);
1302 break; 1251 break;
1303 1252
1304 case SP_PROBE: 1253 case SP_PROBE:
1305 success = probe(op,caster, spell_ob, dir); 1254 success = probe (op, caster, spell_ob, dir);
1306 break; 1255 break;
1307 1256
1308 case SP_HEALING: 1257 case SP_HEALING:
1309 success = cast_heal(op,caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1310 break; 1259 break;
1311 1260
1312 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1313 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1314 break; 1263 break;
1315 1264
1316 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1317 success = cast_earth_to_dust(op,caster,spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1318 break; 1267 break;
1319 1268
1320 case SP_CHANGE_ABILITY: 1269 case SP_CHANGE_ABILITY:
1321 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1270 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1322 break; 1271 break;
1323 1272
1324 case SP_BLESS: 1273 case SP_BLESS:
1325 success = cast_bless(op,caster,spell_ob, dir); 1274 success = cast_bless (op, caster, spell_ob, dir);
1326 break; 1275 break;
1327 1276
1328 case SP_CURSE: 1277 case SP_CURSE:
1329 success = cast_curse(op,caster,spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1330 break; 1279 break;
1331 1280
1332 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1333 success = summon_object(op,caster,spell_ob, dir,stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1334 break; 1283 break;
1335 1284
1336 case SP_CHARGING: 1285 case SP_CHARGING:
1337 success = recharge(op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1338 break; 1287 break;
1339 1288
1340 case SP_POLYMORPH: 1289 case SP_POLYMORPH:
1341#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1342 /* Not great, but at least provide feedback so if players do have 1291 /* Not great, but at least provide feedback so if players do have
1343 * polymorph (ie, find it as a preset item or left over from before 1292 * polymorph (ie, find it as a preset item or left over from before
1344 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1345 */ 1294 */
1346 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1347 success = 0; 1296 success = 0;
1348#else 1297#else
1349 success = cast_polymorph(op,caster,spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1350#endif 1299#endif
1351 break; 1300 break;
1352 1301
1353 case SP_ALCHEMY: 1302 case SP_ALCHEMY:
1354 success = alchemy(op, caster, spell_ob); 1303 success = alchemy (op, caster, spell_ob);
1355 break; 1304 break;
1356 1305
1357 case SP_REMOVE_CURSE: 1306 case SP_REMOVE_CURSE:
1358 success = remove_curse(op, caster, spell_ob); 1307 success = remove_curse (op, caster, spell_ob);
1359 break; 1308 break;
1360 1309
1361 case SP_IDENTIFY: 1310 case SP_IDENTIFY:
1362 success = cast_identify(op, caster, spell_ob); 1311 success = cast_identify (op, caster, spell_ob);
1363 break; 1312 break;
1364 1313
1365 case SP_DETECTION: 1314 case SP_DETECTION:
1366 success = cast_detection(op, caster, spell_ob, skill); 1315 success = cast_detection (op, caster, spell_ob, skill);
1367 break; 1316 break;
1368 1317
1369 case SP_MOOD_CHANGE: 1318 case SP_MOOD_CHANGE:
1370 success = mood_change(op, caster, spell_ob); 1319 success = mood_change (op, caster, spell_ob);
1371 break; 1320 break;
1372 1321
1373 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1374 if (spell_ob->path_repelled &&
1375 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, 1324 {
1377 "You lack the proper attunement to cast %s", spell_ob->name); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1378 success = 0; 1326 success = 0;
1379 } else 1327 }
1380 success = fire_arch_from_position(op,caster, 1328 else
1381 op->x + freearr_x[dir], op->y + freearr_y[dir], 1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1382 dir, spell_ob);
1383 break; 1330 break;
1384 1331
1385 case SP_SWARM: 1332 case SP_SWARM:
1386 success = fire_swarm(op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1387 break; 1334 break;
1388 1335
1389 case SP_CHANGE_MANA: 1336 case SP_CHANGE_MANA:
1390 success = cast_transfer(op,caster, spell_ob, dir); 1337 success = cast_transfer (op, caster, spell_ob, dir);
1391 break; 1338 break;
1392 1339
1393 case SP_DISPEL_RUNE: 1340 case SP_DISPEL_RUNE:
1394 /* in rune.c */ 1341 /* in rune.c */
1395 success = dispel_rune(op,caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1396 break; 1343 break;
1397 1344
1398 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1399 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1400 break; 1347 break;
1401 1348
1402 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1403 success = cast_consecrate(op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1404 break; 1351 break;
1405 1352
1406 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1407 success = animate_weapon(op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1408 old_shoottype = range_golem;
1409 break; 1355 break;
1410 1356
1411 case SP_LIGHT: 1357 case SP_LIGHT:
1412 success = cast_light(op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1413 break; 1359 break;
1414 1360
1415 case SP_CHANGE_MAP_LIGHT: 1361 case SP_CHANGE_MAP_LIGHT:
1416 success = cast_change_map_lightlevel(op, caster, spell_ob); 1362 success = cast_change_map_lightlevel (op, caster, spell_ob);
1417 break; 1363 break;
1418 1364
1419 case SP_FAERY_FIRE: 1365 case SP_FAERY_FIRE:
1420 success = cast_destruction(op,caster,spell_ob); 1366 success = cast_destruction (op, caster, spell_ob);
1421 break; 1367 break;
1422 1368
1423 case SP_CAUSE_DISEASE: 1369 case SP_CAUSE_DISEASE:
1424 success = cast_cause_disease(op, caster, spell_ob, dir); 1370 success = cast_cause_disease (op, caster, spell_ob, dir);
1425 break; 1371 break;
1426 1372
1427 case SP_AURA: 1373 case SP_AURA:
1428 success = create_aura(op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1429 break; 1375 break;
1430 1376
1431 case SP_TOWN_PORTAL:
1432 success= cast_create_town_portal (op,caster,spell_ob, dir);
1433 break;
1434
1435 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1437 break; 1379 break;
1438 1380
1439 case SP_PERL: 1381 default:
1440 execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : "");
1441 break;
1442
1443 default:
1444 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1445 spell_ob->subtype);
1446
1447
1448 } 1383 }
1449 1384
1450 /* FIXME - we need some better sound suppport */ 1385 op->play_sound (
1451 // yes, for example, augment map info with the spell effect 1386 success
1452 // so clients can calculate the sounds themselves 1387 ? spell_ob->sound
1453 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1388 ? spell_ob->sound
1389 : sound_find ("spell_success")
1390 : sound_find ("fumble_spell")
1391 );
1454 1392
1455 /* free the spell arg */
1456 if(settings.casting_time == TRUE && stringarg) {
1457 free(stringarg);
1458 stringarg=NULL;
1459 }
1460 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1461 * to something like use_magic_item, but you really want to be able to fire
1462 * it again.
1463 */
1464 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1465
1466 return success; 1393 return success;
1467} 1394}
1468 1395
1469
1470/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1471 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1472 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1473 */ 1399 */
1400void
1474void move_spell_effect(object *op) { 1401move_spell_effect (object *op)
1475 1402{
1476 switch (op->subtype) { 1403 switch (op->subtype)
1404 {
1477 case SP_BOLT: 1405 case SP_BOLT:
1478 move_bolt(op); 1406 move_bolt (op);
1479 break; 1407 break;
1480 1408
1481 case SP_BULLET: 1409 case SP_BULLET:
1482 move_bullet(op); 1410 move_bullet (op);
1483 break; 1411 break;
1484 1412
1485 case SP_EXPLOSION: 1413 case SP_EXPLOSION:
1486 explosion(op); 1414 explosion (op);
1487 break; 1415 break;
1488 1416
1489 case SP_CONE: 1417 case SP_CONE:
1490 move_cone(op); 1418 move_cone (op);
1491 break; 1419 break;
1492 1420
1493 case SP_BOMB: 1421 case SP_BOMB:
1494 animate_bomb(op); 1422 animate_bomb (op);
1495 break; 1423 break;
1496 1424
1497 case SP_MAGIC_MISSILE: 1425 case SP_MAGIC_MISSILE:
1498 move_missile(op); 1426 move_missile (op);
1499 break; 1427 break;
1500 1428
1501 case SP_WORD_OF_RECALL: 1429 case SP_WORD_OF_RECALL:
1502 execute_word_of_recall(op); 1430 execute_word_of_recall (op);
1503 break; 1431 break;
1504 1432
1505 case SP_MOVING_BALL: 1433 case SP_MOVING_BALL:
1506 move_ball_spell(op); 1434 move_ball_spell (op);
1507 break; 1435 break;
1508 1436
1509 case SP_SWARM: 1437 case SP_SWARM:
1510 move_swarm_spell(op); 1438 move_swarm_spell (op);
1511 break; 1439 break;
1512 1440
1513 case SP_AURA: 1441 case SP_AURA:
1514 move_aura(op); 1442 move_aura (op);
1515 break; 1443 break;
1516
1517 } 1444 }
1518} 1445}
1519 1446
1520/* this checks to see if something special should happen if
1521 * something runs into the object.
1522 */
1523void check_spell_effect(object *op) {
1524
1525 switch (op->subtype) {
1526 case SP_BOLT:
1527 move_bolt(op);
1528 return;
1529
1530 case SP_BULLET:
1531 check_bullet(op);
1532 return;
1533 }
1534
1535}
1536
1537/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1538 * moves onto a spell effect and the walk_on or fly_on flags 1448 * moves onto a spell effect and the walk_on or fly_on flags
1539 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1540 * objects of the appropraite type. 1450 * objects of the appropriate type.
1541 */ 1451 */
1452void
1542void apply_spell_effect(object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1543{ 1454{
1544 switch (spell->subtype) { 1455 switch (spell->subtype)
1456 {
1545 case SP_CONE: 1457 case SP_CONE:
1546 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1547 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1548 break; 1460 break;
1549 1461
1550 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1551 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1552 tag_t spell_tag = spell->count;
1553 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1554 if ( ! was_destroyed (spell, spell_tag)) {
1555 remove_ob (spell);
1556 free_object (spell);
1557 }
1558 }
1559 break;
1560
1561 case SP_MOVING_BALL:
1562 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1464 {
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 spell->destroy ();
1467 }
1468 break;
1469
1470 case SP_MOVING_BALL:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564 else if (victim->material || victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1565 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1475
1566 break; 1476 break;
1567 } 1477 }
1568} 1478}
1479
1480/**
1481 * This function will let a fireball explode at the position of
1482 * the victim with a specific maximum level.
1483 */
1484void
1485create_exploding_ball_at (object *victim, int level)
1486{
1487 object *ball = get_archetype (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1489 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim);
1491}

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