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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.18 by root, Fri Nov 17 15:48:07 2006 UTC vs.
Revision 1.109 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
37 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 99}
195
196 100
197/* This function returns the effective level the spell 101/* This function returns the effective level the spell
198 * is being cast at. 102 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 103 */
203
204int 104int
205caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
206{ 106{
207 int level = caster->level; 107 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 108
218 /* 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. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 111 {
221 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);
222 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
223 114
224 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
225 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
226 120
227 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
229 128
230 /* 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
231 * errors in various places. 130 * errors in various places.
232 */ 131 */
233 if (level < 1) 132 return clamp (level, 1, settings.max_level);
234 level = 1;
235
236 return level;
237} 133}
238 134
239/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 142 * spell is the spell object.
247 * 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
248 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
249 */ 145 */
250
251sint16 146sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 148{
254 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
255 150
256 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
257 { 152 {
258 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
259 {
260 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
261 }
262 else 155 else
263 sp = spell->stats.sp; 156 sp = spell->stats.sp;
264 157
265 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
266 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
267 sp = 1; 160 sp = 1;
268 161
269 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
270 {
271 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
272 }
273 else 164 else
274 grace = spell->stats.grace; 165 grace = spell->stats.grace;
275 166
276 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
277 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
278 grace = 1; 169 grace = 1;
279 } 170 }
280 else 171 else
281 { 172 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
284 sp = 1; 175 sp = 1;
176
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
287 grace = 1; 179 grace = 1;
288 } 180 }
181
289 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 183 return max (sp, grace);
291 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
292 return grace; 185 return grace;
293 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
294 return sp; 187 return sp;
295 else 188 else
297 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);
298 return 0; 191 return 0;
299 } 192 }
300} 193}
301 194
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}
302 205
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
305 */ 208 */
306int 209int
307SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
308{ 211{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 216}
320 217
321/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
324 */ 221 */
325int 222int
326SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
327{ 224{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 229}
340 230
341/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
344 */ 234 */
345int 235int
346SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
347{ 237{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 238 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 242}
360 243
361/* 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
362 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
363 * 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.
364 */ 247 */
365object * 248object *
366check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
367{ 250{
368 object *spop; 251 object *spop;
369 252
370 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
372 return spop; 255 return spop;
373 256
374 return NULL; 257 return 0;
375} 258}
376
377 259
378/* 260/*
379 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 266 * exact match, we also return NULL.
385 */ 267 */
386
387object * 268object *
388lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
389{ 270{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
391 int nummatch = 0; 272 int nummatch = 0;
392 273
393 if (spname == NULL) 274 if (!spname)
394 return NULL; 275 return 0;
395 276
396 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
399 */ 280 */
400 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
401 { 282 {
402 if (spob->type == SPELL) 283 if (spob->type == SPELL)
403 { 284 {
285 // TODO: WTF?
404 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
405 { 287 {
406 nummatch++; 288 nummatch++;
407 spob1 = spob; 289 spob1 = spob;
408 } 290 }
413 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
415 */ 297 */
416 if (spob2) 298 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
418 spob2 = spob; 301 spob2 = spob;
419 } 302 }
420 } 303 }
421 } 304 }
422 /* 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
423 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
424 */ 307 */
425 if (spob2) 308 if (spob2)
426 return spob2; 309 return spob2;
310
427 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
428 return spob1; 312 return spob1;
313
429 return NULL; 314 return NULL;
430} 315}
431 316
432/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
437 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
438 */ 323 */
439int 324int
440reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
441{ 326{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 328 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 329
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332 && (!QUERY_FLAG (op, FLAG_ALIVE)
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 334 return 1;
450 335
451 return 0; 336 return 0;
452} 337}
453 338
470 { 355 {
471 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.");
472 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.");
473 dir = 0; 358 dir = 0;
474 } 359 }
475 new_op->x = op->x + freearr_x[dir]; 360
476 new_op->y = op->y + freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
477 if (dir == 0) 362 op->map->insert (new_op,
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 else 364 op,
480 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
481 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;
482} 386}
483 387
484/* 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.
485 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
486 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
487 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
488 * 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
489 * 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.
490 * 394 */
491 */
492
493int 395int
494ok_to_put_more (maptile *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)
495{ 397{
496 object *tmp; 398 if (!xy_normalise (m, x, y))
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0; 399 return 0;
505 400
506 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 401 mapspace &ms = m->at (x, y);
402 ms.update ();
403
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
507 return 0; 405 return 0;
508 406
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 407 int max_effects = 5; // max. number of similar spells per mapspace
408
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 410 {
511 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
513 * leave this out and let in progress, and other areas of the code 413 * leave this out and let in progress, and other areas of the code
514 * will then remove it, but that would seem to to use more 414 * will then remove it, but that would seem to to use more
515 * resources, and may not work as well if a player is standing 415 * resources, and may not work as well if a player is standing
516 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
517 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
518 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
519 */ 419 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 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))
523 return 0; 434 return 0;
524 435
525 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe.
528 * there are no such things as multispaced spells right now, so
529 * we don't need to worry about the head.
530 */
531 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
532 return 0;
533
534 /*
535 * Combine similar spell effects into one spell effect. Needed for
536 * performance reasons with meteor swarm and the like, but also for
537 * playability reasons.
538 */
539 if (tmp->arch == op->arch
540 && tmp->type == op->type 436 if (tmp->type == op->type)
541 && tmp->subtype == op->subtype
542 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543 { 437 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
545 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
546 tmp->duration = MAX (tmp->duration, op->duration); 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 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
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)
547 return 0; 470 return 0;
548 } 471 }
549 472
550 /* 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
551 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
552 */ 475 */
553 } 476 }
477
554 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
555 return 1; 479 return 1;
556} 480}
557 481
558/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
563 * dir: direction to fire in. 487 * dir: direction to fire in.
564 * 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
565 * to fire. 489 * to fire.
566 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
567 */ 491 */
568
569int 492int
570fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
571{ 494{
572 object *tmp;
573 int mflags;
574 maptile *m;
575
576 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
577 return 0; 496 return 0;
578 497
579 m = op->map; 498 object *tmp = spell->other_arch->instance ();
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 {
583 return 0;
584 }
585 499
586 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
587
588 if (tmp == NULL)
589 return 0; 501 return 0;
590
591 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
592 {
593 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
594 free_object (tmp);
595 return 0;
596 }
597
598
599 502
600 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);
601 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
602 /* 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 */
603 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
604 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
605 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
606 tmp->x = x;
607 tmp->y = y;
608 tmp->direction = dir; 509 tmp->direction = dir;
609 if (get_owner (op) != NULL) 510 tmp->set_owner (op);
610 copy_owner (tmp, op);
611 else
612 set_owner (tmp, op);
613 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
614 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
615 513
616 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
617 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
618 {
619 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
620 return 0; 517 return 0;
621 } 518
622 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
623 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
624 521
625 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
626 return 1;
627
628 move_spell_effect (tmp); 523 move_spell_effect (tmp);
629 524
630 return 1; 525 return 1;
631} 526}
632
633
634 527
635/***************************************************************************** 528/*****************************************************************************
636 * 529 *
637 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
638 * 531 *
639 ****************************************************************************/ 532 ****************************************************************************/
640
641void 533void
642regenerate_rod (object *rod) 534regenerate_rod (object *rod)
643{ 535{
644 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
645 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
646 rod->stats.hp += 1 + rod->stats.maxhp / 10;
647
648 if (rod->stats.hp > rod->stats.maxhp)
649 rod->stats.hp = rod->stats.maxhp;
650 }
651} 538}
652
653 539
654void 540void
655drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
656{ 542{
657 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);
658} 544}
659
660
661
662 545
663/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
664 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
665 * 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),
666 * 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
667 * NULL if no good object. 550 * NULL if no good object.
668 */ 551 */
669
670object * 552object *
671find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
672{ 554{
673 object *tmp; 555 object *tmp;
674 maptile *m;
675 sint16 x, y;
676 int mflags;
677 556
678 /* 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,
679 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
680 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
681 */ 560 */
682 if (op->type != PLAYER && op->type != RUNE) 561 if (op->type != PLAYER && op->type != RUNE)
683 { 562 {
684 tmp = get_owner (op); 563 tmp = op->owner;
685 /* 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
686 * to the caster. 565 * to the caster.
687 */ 566 */
688 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
689 tmp = op; 568 tmp = op;
690 } 569 }
691 else 570 else
692 { 571 {
693 m = op->map; 572 maptile *m = op->map;
694 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
695 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
696
697 mflags = get_map_flags (m, &m, x, y, &x, &y);
698
699 if (mflags & P_OUT_OF_MAP)
700 tmp = NULL;
701 else
702 { 575
703 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 576 tmp = xy_normalise (m, x, y)
704 if (tmp->type == PLAYER) 577 ? m->at (x, y).player ()
705 break; 578 : 0;
706 }
707 } 579 }
580
708 /* 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 */
709 if (tmp == NULL) 582 if (!tmp)
710 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 583 tmp = op->ms ().player ();
711 {
712 if (tmp->type == PLAYER)
713 break;
714 }
715 584
716 return tmp; 585 return tmp;
717} 586}
718
719
720 587
721/* raytrace: 588/* raytrace:
722 * 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
723 * 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
724 * live objects. 591 * live objects.
727 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
728 * 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
729 * any, otherwise -1. 596 * any, otherwise -1.
730 * 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.
731 */ 598 */
732
733int 599int
734spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
735{ 601{
736 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
737 sint16 nx, ny; 603 sint16 nx, ny;
751 mp = m; 617 mp = m;
752 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 618 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
753 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 619 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
754 continue; 620 continue;
755 621
756 tmp = get_map_ob (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
757 623
758 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
759 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
760 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
761 tmp = tmp->above; 627 tmp = tmp->above;
764 return freedir[i]; 630 return freedir[i];
765 } 631 }
766 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
767} 633}
768 634
769
770
771/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
772 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
773 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
774 */ 638 */
775 639static void
776void
777put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
778{ 641{
779 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
780 archetype *at; 643 archetype *at;
781 int dir; 644 int dir;
787 650
788 /* find a free square nearby 651 /* find a free square nearby
789 * first we check the closest square for free squares 652 * first we check the closest square for free squares
790 */ 653 */
791 654
792 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);
793 if (dir != -1) 656 if (dir != -1)
794 { 657 {
795 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
796 * insert multipart monsters properly 659 * insert multipart monsters properly
797 */ 660 */
661 //TODO: use expand_tail + ...
798 while (at != NULL) 662 while (at != NULL)
799 { 663 {
800 tmp = arch_to_object (at); 664 tmp = at->instance ();
801 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
802 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
803 tmp->map = op->map; 667 tmp->map = op->map;
804 if (head) 668 if (head)
805 { 669 {
806 tmp->head = head; 670 tmp->head = head;
807 prev->more = tmp; 671 prev->more = tmp;
808 } 672 }
673
809 if (!head) 674 if (!head)
810 head = tmp; 675 head = tmp;
676
811 prev = tmp; 677 prev = tmp;
678
812 at = at->more; 679 at = (archetype *)at->more;
813 } 680 }
814 681
815 if (head->randomitems) 682 if (head->randomitems)
816 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
817 684
818 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
819 686
820 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
821 tmp = get_archetype ("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
822 tmp->map = op->map;
823 tmp->x = op->x + freearr_x[dir];
824 tmp->y = op->y + freearr_y[dir];
825 insert_ob_in_map (tmp, op->map, op, 0);
826 } 689 }
827} 690}
828 691
829/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
830 * places them in nearby squares. 693 * places them in nearby squares.
837 * 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
838 * 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
839 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
840 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
841 */ 704 */
842
843int 705int
844summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
845{ 707{
846 int i; 708 int i;
847 709
857{ 719{
858 int attacktype; 720 int attacktype;
859 int face; 721 int face;
860} ATTACKS[22] = 722} ATTACKS[22] =
861{ 723{
862 {
863 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
864 {
865 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
866 {
867 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
868 {
869 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
870 {
871 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
872 {
873 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
874 {
875 AT_FIRE, 2}, 730 { AT_FIRE, 2},
876 {
877 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
878 {
879 AT_FIRE, 2}, 732 { AT_FIRE, 2},
880 {
881 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
882 {
883 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
884 {
885 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
886 {
887 AT_COLD, 4}, 736 { AT_COLD, 4},
888 {
889 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
890 {
891 AT_COLD, 4}, 738 { AT_COLD, 4},
892 {
893 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
894 {
895 AT_POISON, 7}, 740 { AT_POISON, 7},
896 {
897 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
898 {
899 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
900 {
901 AT_SLOW, 8}, 743 { AT_SLOW, 8},
902 {
903 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
904 {
905AT_FEAR, 10}}; 745 { AT_FEAR, 10},
906 746};
907
908 747
909/* shuffle_attack: peterm 748/* shuffle_attack: peterm
910 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
911 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
912 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
935 { 774 {
936 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
937 } 776 }
938} 777}
939 778
940
941/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
942 * at casting a prayer. 780 * at casting a prayer.
943 * op is the player. 781 * op is the player.
944 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
945 * 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.
946 */ 784 */
947 785static void
948void
949prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
950{ 787{
951 const char *godname; 788 const char *godname;
952 object *tmp; 789 object *tmp;
953 790
957 if (failure <= -20 && failure > -40) /* wonder */ 794 if (failure <= -20 && failure > -40) /* wonder */
958 { 795 {
959 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);
960 tmp = get_archetype (SPELL_WONDER); 797 tmp = get_archetype (SPELL_WONDER);
961 cast_cone (op, op, 0, tmp); 798 cast_cone (op, op, 0, tmp);
962 free_object (tmp); 799 tmp->destroy ();
963 } 800 }
964 801
965 else if (failure <= -40 && failure > -60) /* confusion */ 802 else if (failure <= -40 && failure > -60) /* confusion */
966 { 803 {
967 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!");
1001 if (failure <= -20 && failure > -40) /* wonder */ 838 if (failure <= -20 && failure > -40) /* wonder */
1002 { 839 {
1003 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.");
1004 tmp = get_archetype (SPELL_WONDER); 841 tmp = get_archetype (SPELL_WONDER);
1005 cast_cone (op, op, 0, tmp); 842 cast_cone (op, op, 0, tmp);
1006 free_object (tmp); 843 tmp->destroy ();
1007 } 844 }
1008 845
1009 else if (failure <= -40 && failure > -60) /* confusion */ 846 else if (failure <= -40 && failure > -60) /* confusion */
1010 { 847 {
1011 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!");
1030 else 867 else
1031 { 868 {
1032 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 869 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1033 tmp = get_archetype (LOOSE_MANA); 870 tmp = get_archetype (LOOSE_MANA);
1034 tmp->level = skill->level; 871 tmp->level = skill->level;
1035 tmp->x = op->x;
1036 tmp->y = op->y;
1037 872
1038 /* increase the area of destruction a little for more powerful spells */ 873 /* increase the area of destruction a little for more powerful spells */
1039 tmp->range += isqrt (power); 874 tmp->range += isqrt (power);
1040 875
1041 if (power > 25) 876 if (power > 25)
1042 tmp->stats.dam = 25 + isqrt (power); 877 tmp->stats.dam = 25 + isqrt (power);
1043 else 878 else
1044 tmp->stats.dam = power; /* nasty recoils! */ 879 tmp->stats.dam = power; /* nasty recoils! */
1045 880
1046 tmp->stats.maxhp = tmp->count; 881 tmp->stats.maxhp = tmp->count;
1047 insert_ob_in_map (tmp, op->map, NULL, 0); 882
883 tmp->insert_at (op);
1048 } 884 }
1049 } 885 }
1050} 886}
1051 887
1052int 888static int
1053cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1054{ 890{
1055 int success;
1056 player *pl;
1057 object *spell;
1058
1059 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
1060 { 892 {
1061 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
1062 return 0; 894 return 0;
1063 } 895 }
1064 spell = arch_to_object (spell_ob->other_arch); 896
897 object *spell = spell_ob->other_arch->instance ();
1065 898
1066 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
1067 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
1068 901
1069 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
1070 { 903 {
1071 remove_ob (spell); 904 spell->remove ();
1072 return success; 905 return success;
1073 } 906 }
1074 for (pl = first_player; pl != NULL; pl = pl->next) 907
1075 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 908 for_all_players (pl)
1076 { 909 if ((pl->ob->contr->party == op->contr->party)
910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
1077 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1078 } 913
1079 remove_ob (spell); 914 spell->remove ();
1080 return success; 915 return success;
1081} 916}
1082 917
1083/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
1084 * 919 *
1088 * same as op. 923 * same as op.
1089 * 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
1090 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1091 * 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,
1092 * we can determine what to do. 927 * we can determine what to do.
1093 * 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
1094 * 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
1095 * 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,
1096 * etc. 931 * etc.
1097 * 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
1098 * 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
1105 * 940 *
1106 * 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),
1107 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1108 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1109 */ 944 */
1110
1111int 945int
1112cast_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)
1113{ 947{
1114 const char *godname; 948 const char *godname;
1115 int success = 0, mflags, cast_level = 0, old_shoottype; 949 int success = 0;
1116 object *skill = NULL; 950 object *skill = NULL;
1117
1118 old_shoottype = op->contr ? op->contr->shoottype : 0;
1119 951
1120 if (!spell_ob) 952 if (!spell_ob)
1121 { 953 {
1122 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1123 return 0; 955 return 0;
1151 * 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
1152 * at least process that code. 984 * at least process that code.
1153 */ 985 */
1154 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1155 { 987 {
1156 cast_level = caster_level (caster, spell_ob);
1157 if (spell_ob->skill) 988 if (spell_ob->skill)
1158 { 989 {
1159 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
991
1160 if (!skill) 992 if (!skill)
1161 { 993 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 994 op->failmsg (format ("You need the skill %s to cast %s! "
995 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>",
997 &spell_ob->skill, &spell_ob->name));
1163 return 0; 998 return 0;
1164 } 999 }
1165 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1000
1001 const char *msg = "";
1002
1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
1166 { 1006 {
1167 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 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 ())
1168 return 0; 1023 return 0;
1169 } 1024 }
1170 } 1025 }
1026
1171 /* 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
1172 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1173 */ 1029 */
1174 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1175 { 1031 {
1176 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1177 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)
1178 { 1034 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1180 return 0; 1036 return 0;
1181 } 1037 }
1038
1182 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1183 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)
1184 { 1041 {
1185 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1186 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1187 {
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1189 }
1190 else 1045 else
1191 { 1046 {
1192 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1194 return 0; 1049 return 0;
1195 } 1050 }
1196 } 1051 }
1197 1052
1198 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1199 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) <
1200 (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]))
1201 { 1056 {
1202 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1203 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1204 if (settings.casting_time == TRUE) 1059
1205 {
1206 op->casting_time = -1;
1207 }
1208 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);
1209 return 0; 1061 return 0;
1210 } 1062 }
1211 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1212 { 1064 {
1213 int failure = random_roll (0, 199, op, PREFER_HIGH) - 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;
1214 1066
1215 if (failure < 0) 1067 if (failure < 0)
1216 { 1068 {
1217 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1218 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1219 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1220 op->contr->shoottype = (rangetype) old_shoottype; 1072
1221 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);
1222 return 0; 1074 return 0;
1223 } 1075 }
1224 } 1076 }
1225 } 1077 }
1226 } 1078 }
1227 1079
1228 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1229 1081
1230 /* 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
1231 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1232 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1233 * doing. 1085 * doing.
1234 */ 1086 */
1235 1087
1236 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1237 { 1089 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1239 return 0; 1091 return 0;
1240 } 1092 }
1241 1093
1242 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1243 && (caster->type != POTION) 1095 && (caster->type != POTION)
1248 { 1100 {
1249 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1250 return 0; 1102 return 0;
1251 1103
1252 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1253 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));
1254 else 1106 else if (object *item = op->contr->ranged_ob)
1255 switch (op->contr->shoottype)
1256 { 1107 {
1257 case range_magic: 1108 if (item->type == SPELL)
1258 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1259 break; 1110 else if (item->type == SCROLL)
1260 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1261 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1262 break;
1263 case range_golem:
1264 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1265 break;
1266 default:
1267 break;
1268 }
1269 return 0;
1270 }
1271
1272 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1273 {
1274 if (op->casting_time == -1)
1275 { /* begin the casting */
1276 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1277 op->spell = spell_ob;
1278 /* put the stringarg into the object struct so that when the
1279 * spell is actually cast, it knows about the stringarg.
1280 * necessary for the invoke command spells.
1281 */
1282 if (stringarg)
1283 {
1284 op->spellarg = strdup_local (stringarg);
1285 }
1286 else 1112 else
1287 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1288 return 0;
1289 }
1290 else if (op->casting_time != 0)
1291 {
1292 if (op->type == PLAYER)
1293 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1294 return 0;
1295 } 1114 }
1296 else 1115 else
1297 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1298 op->casting_time = -1; 1117
1299 spell_ob = op->spell; 1118 return 0;
1300 stringarg = op->spellarg;
1301 }
1302 }
1303 else
1304 { 1119 }
1120
1305 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1306 * 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
1307 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1308 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1309 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1310 * the player any time. 1126 * the player any time.
1311 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1128 */
1129 if (caster == op && caster->type != FIREWALL)
1130 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1132 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long
1312 */ 1134 */
1313 if (caster == op && caster->type != FIREWALL)
1314 {
1315 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1316 /* Other portions of the code may also decrement the speed of the player, so
1317 * put a lower limit so that the player isn't stuck here too long
1318 */
1319 if ((spell_ob->casting_time > 0) && 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)
1320 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;
1321 } 1137 }
1322 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1323 {
1324 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1325 }
1326 }
1327 1140
1328 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1329 { 1142 {
1330 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);
1331 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);
1338 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1339 { 1152 {
1340 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1341 if (!skill) 1154 if (!skill)
1342 { 1155 {
1343 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1344 return 0; 1157 return 0;
1345 } 1158 }
1159
1346 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1347 } 1161 }
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);
1348 1165
1349 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1350 { 1167 {
1351 /* 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
1352 * in in spells.h. 1169 * in spells.h.
1353 */ 1170 */
1354 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1355 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1356 break; 1173 break;
1357 1174
1358 case SP_RUNE: 1175 case SP_RUNE:
1359 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1360 break; 1177 break;
1361 1178
1362 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1363 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1364 break; 1181 break;
1365 1182
1366 case SP_BOLT: 1183 case SP_BOLT:
1367 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1368 break; 1185 break;
1386 case SP_SMITE: 1203 case SP_SMITE:
1387 success = cast_smite_spell (op, caster, dir, spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1388 break; 1205 break;
1389 1206
1390 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1391 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1208 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1392 break; 1209 break;
1393 1210
1394 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1395 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1396 old_shoottype = range_golem;
1397 break; 1213 break;
1398 1214
1399 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1400 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1401 * moved. 1217 * moved.
1402 */ 1218 */
1403 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1404 break; 1220 break;
1405 1221
1406 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1407 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1408 { 1224 {
1441 case SP_HEALING: 1257 case SP_HEALING:
1442 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1443 break; 1259 break;
1444 1260
1445 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1446 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1447 break; 1263 break;
1448 1264
1449 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1450 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1451 break; 1267 break;
1461 case SP_CURSE: 1277 case SP_CURSE:
1462 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1463 break; 1279 break;
1464 1280
1465 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1466 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1467 break; 1283 break;
1468 1284
1469 case SP_CHARGING: 1285 case SP_CHARGING:
1470 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1471 break; 1287 break;
1474#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1475 /* 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
1476 * 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
1477 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1478 */ 1294 */
1479 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1480 success = 0; 1296 success = 0;
1481#else 1297#else
1482 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1483#endif 1299#endif
1484 break; 1300 break;
1504 break; 1320 break;
1505 1321
1506 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1507 if (spell_ob->path_repelled && (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)
1508 { 1324 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
1510 success = 0; 1326 success = 0;
1511 } 1327 }
1512 else 1328 else
1513 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1514 break; 1330 break;
1515 1331
1516 case SP_SWARM: 1332 case SP_SWARM:
1517 success = fire_swarm (op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1518 break; 1334 break;
1525 /* in rune.c */ 1341 /* in rune.c */
1526 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1527 break; 1343 break;
1528 1344
1529 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1530 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1531 break; 1347 break;
1532 1348
1533 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1534 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1535 break; 1351 break;
1536 1352
1537 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1538 success = animate_weapon (op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1539 old_shoottype = range_golem;
1540 break; 1355 break;
1541 1356
1542 case SP_LIGHT: 1357 case SP_LIGHT:
1543 success = cast_light (op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1544 break; 1359 break;
1557 1372
1558 case SP_AURA: 1373 case SP_AURA:
1559 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1560 break; 1375 break;
1561 1376
1562 case SP_TOWN_PORTAL:
1563 success = cast_create_town_portal (op, caster, spell_ob, dir);
1564 break;
1565
1566 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1567 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1568 break; 1379 break;
1569 1380
1570 default: 1381 default:
1571 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1572 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1573 }
1574
1575 /* FIXME - we need some better sound suppport */
1576 // yes, for example, augment map info with the spell effect
1577 // so clients can calculate the sounds themselves
1578 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1579
1580 /* free the spell arg */
1581 if (settings.casting_time == TRUE && stringarg)
1582 { 1383 }
1583 free (stringarg); 1384
1584 stringarg = NULL; 1385 op->play_sound (
1585 } 1386 success
1586 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 ? spell_ob->sound
1587 * to something like use_magic_item, but you really want to be able to fire 1388 ? spell_ob->sound
1588 * it again. 1389 : sound_find ("spell_success")
1589 */ 1390 : sound_find ("fumble_spell")
1590 if (op->contr) 1391 );
1591 op->contr->shoottype = (rangetype) old_shoottype;
1592 1392
1593 return success; 1393 return success;
1594} 1394}
1595 1395
1596
1597/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1598 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1599 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1600 */ 1399 */
1601void 1400void
1602move_spell_effect (object *op) 1401move_spell_effect (object *op)
1603{ 1402{
1643 move_aura (op); 1442 move_aura (op);
1644 break; 1443 break;
1645 } 1444 }
1646} 1445}
1647 1446
1648/* this checks to see if something special should happen if
1649 * something runs into the object.
1650 */
1651void
1652check_spell_effect (object *op)
1653{
1654 switch (op->subtype)
1655 {
1656 case SP_BOLT:
1657 move_bolt (op);
1658 return;
1659
1660 case SP_BULLET:
1661 check_bullet (op);
1662 return;
1663 }
1664}
1665
1666/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1667 * 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
1668 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1669 * objects of the appropraite type. 1450 * objects of the appropriate type.
1670 */ 1451 */
1671void 1452void
1672apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1673{ 1454{
1674 switch (spell->subtype) 1455 switch (spell->subtype)
1675 { 1456 {
1676 case SP_CONE: 1457 case SP_CONE:
1677 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1678 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1679 break; 1460 break;
1680 1461
1681 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 { 1464 {
1684 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1685
1686 if (!spell->destroyed ()) 1466 spell->destroy ();
1687 {
1688 remove_ob (spell);
1689 free_object (spell);
1690 }
1691 } 1467 }
1692 break; 1468 break;
1693 1469
1694 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1695 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1696 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1697 else if (victim->material || victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1698 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1475
1699 break; 1476 break;
1700 } 1477 }
1701} 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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