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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:55:00 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>
34/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 83 */
154
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158
159 if (spob->other_arch != NULL) 87 if (spob->other_arch)
160 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
161 object *effect = arch_to_object (spob->other_arch);
162
163 effect->x = x;
164 effect->y = y;
165
166 insert_ob_in_map (effect, map, originator, 0);
167 }
168} 89}
169 90
170/* 91static int
171 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
172 * effective level the caster needs to be to cast the spell.
173 * basically, it just adjusts the spell->level with attuned/repelled
174 * spellpaths. Was called path_level_mod
175 *
176 * caster is person casting hte spell.
177 * spell is the spell object.
178 * Returns modified level.
179 */
180int
181min_casting_level (object *caster, object *spell)
182{ 93{
183 int new_level; 94 // compute the attuned/repelled bonus
184 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
185 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
186 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
187 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
188 new_level = spell->level
189 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
190
191 return (new_level < 1) ? 1 : new_level;
192} 99}
193
194 100
195/* This function returns the effective level the spell 101/* This function returns the effective level the spell
196 * is being cast at. 102 * is being cast at.
197 * Note that I changed the repelled/attuned bonus to 2 from 5.
198 * This is because the new code compares casting_level against
199 * min_caster_level, so the difference is effectively 4
200 */ 103 */
201
202int 104int
203caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
204{ 106{
205 int level = caster->level; 107 int level = caster->level;
206
207 /* If this is a player, try to find the matching skill */
208 if (caster->type == PLAYER && spell->skill)
209 for (int i = 0; i < NUM_SKILLS; i++)
210 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
211 {
212 level = caster->contr->last_skill_ob[i]->level;
213 break;
214 }
215 108
216 /* 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. */
217 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
218 { 111 {
219 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);
220 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
221 114
222 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
223 } 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;
224 120
225 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
226 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);
227 128
228 /* 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
229 * errors in various places. 130 * errors in various places.
230 */ 131 */
231 if (level < 1) 132 return clamp (level, 1, settings.max_level);
232 level = 1;
233
234 return level;
235} 133}
236 134
237/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
238 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
239 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
243 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
244 * spell is the spell object. 142 * spell is the spell object.
245 * 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
246 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
247 */ 145 */
248
249sint16 146sint16
250SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
251{ 148{
252 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
253 150
254 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
255 { 152 {
256 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
257 {
258 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));
259 }
260 else 155 else
261 sp = spell->stats.sp; 156 sp = spell->stats.sp;
262 157
263 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
264 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
265 sp = 1; 160 sp = 1;
266 161
267 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
268 {
269 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));
270 }
271 else 164 else
272 grace = spell->stats.grace; 165 grace = spell->stats.grace;
273 166
274 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
275 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
276 grace = 1; 169 grace = 1;
277 } 170 }
278 else 171 else
279 { 172 {
280 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
281 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
282 sp = 1; 175 sp = 1;
176
283 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
284 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
285 grace = 1; 179 grace = 1;
286 } 180 }
181
287 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
288 return MAX (sp, grace); 183 return max (sp, grace);
289 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
290 return grace; 185 return grace;
291 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
292 return sp; 187 return sp;
293 else 188 else
295 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);
296 return 0; 191 return 0;
297 } 192 }
298} 193}
299 194
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}
300 205
301/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
302 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
303 */ 208 */
304int 209int
305SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
306{ 211{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
313 adj /= spob->dam_modifier;
314 else
315 adj = 0;
316 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
317} 216}
318 217
319/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
322 */ 221 */
323int 222int
324SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
325{ 224{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level (caster, spob);
328
329 if (adj < 0)
330 adj = 0;
331 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
332 adj /= spob->duration_modifier;
333 else
334 adj = 0;
335
336 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
337} 229}
338 230
339/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
340 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
341 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
342 */ 234 */
343int 235int
344SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
345{ 237{
346 int level = caster_level (caster, spob);
347 int adj = level - min_casting_level (caster, spob);
348
349 if (adj < 0)
350 adj = 0;
351 if (spob->range_modifier) 238 if (!spob->range_modifier)
352 adj /= spob->range_modifier;
353 else
354 adj = 0;
355
356 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
357} 242}
358 243
359/* 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
360 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
361 * 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.
362 */ 247 */
363object * 248object *
364check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
365{ 250{
366 object *spop; 251 object *spop;
367 252
368 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
369 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
370 return spop; 255 return spop;
371 256
372 return NULL; 257 return 0;
373} 258}
374
375 259
376/* 260/*
377 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
378 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
379 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
380 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
381 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
382 * exact match, we also return NULL. 266 * exact match, we also return NULL.
383 */ 267 */
384
385object * 268object *
386lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
387{ 270{
388 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
389 int nummatch = 0; 272 int nummatch = 0;
390 273
391 if (spname == NULL) 274 if (!spname)
392 return NULL; 275 return 0;
393 276
394 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
395 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
396 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
397 */ 280 */
398 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
399 { 282 {
400 if (spob->type == SPELL) 283 if (spob->type == SPELL)
401 { 284 {
285 // TODO: WTF?
402 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
403 { 287 {
404 nummatch++; 288 nummatch++;
405 spob1 = spob; 289 spob1 = spob;
406 } 290 }
411 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
412 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
413 */ 297 */
414 if (spob2) 298 if (spob2)
415 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
416 spob2 = spob; 301 spob2 = spob;
417 } 302 }
418 } 303 }
419 } 304 }
420 /* 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
421 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
422 */ 307 */
423 if (spob2) 308 if (spob2)
424 return spob2; 309 return spob2;
310
425 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
426 return spob1; 312 return spob1;
313
427 return NULL; 314 return NULL;
428} 315}
429 316
430/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
431 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
435 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
436 */ 323 */
437int 324int
438reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
439{ 326{
440 object *op;
441
442 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
443 return 0; 328 return 0;
329
444 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
445 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
446 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
447 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
448 return 1; 334 return 1;
449 335
469 { 355 {
470 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.");
471 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.");
472 dir = 0; 358 dir = 0;
473 } 359 }
474 new_op->x = op->x + freearr_x[dir]; 360
475 new_op->y = op->y + freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
476 if (dir == 0) 362 op->map->insert (new_op,
477 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 else 364 op,
479 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
480 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;
481} 386}
482 387
483/* 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.
484 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
485 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
486 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
487 * 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
488 * 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.
489 * 394 */
490 */
491
492int 395int
493ok_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)
494{ 397{
495 object *tmp; 398 if (!xy_normalise (m, x, y))
496 int mflags;
497 maptile *mp;
498
499 mp = m;
500 mflags = get_map_flags (m, &mp, x, y, &x, &y);
501
502 if (mflags & P_OUT_OF_MAP)
503 return 0; 399 return 0;
504 400
505 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))
506 return 0; 405 return 0;
507 406
508 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)
509 { 410 {
510 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
511 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
512 * 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
513 * 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
514 * 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
515 * 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
516 * 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
517 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
518 */ 419 */
519 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
520 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
521 (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))
522 return 0; 434 return 0;
523 435
524 /* This is to prevent 'out of control' spells. Basically, this
525 * limits one spell effect per space per spell. This is definately
526 * needed for performance reasons, and just for playability I believe.
527 * there are no such things as multispaced spells right now, so
528 * we don't need to worry about the head.
529 */
530 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
531 return 0;
532
533 /*
534 * Combine similar spell effects into one spell effect. Needed for
535 * performance reasons with meteor swarm and the like, but also for
536 * playability reasons.
537 */
538 if (tmp->arch == op->arch
539 && tmp->type == op->type 436 if (tmp->type == op->type)
540 && tmp->subtype == op->subtype
541 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
542 { 437 {
543 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
544 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
545 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)
546 return 0; 470 return 0;
547 } 471 }
548 472
549 /* 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
550 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
551 */ 475 */
552 } 476 }
477
553 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
554 return 1; 479 return 1;
555} 480}
556 481
557/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
562 * dir: direction to fire in. 487 * dir: direction to fire in.
563 * 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
564 * to fire. 489 * to fire.
565 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
566 */ 491 */
567
568int 492int
569fire_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)
570{ 494{
571 object *tmp;
572 int mflags;
573 maptile *m;
574
575 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
576 return 0; 496 return 0;
577 497
578 m = op->map; 498 object *tmp = spell->other_arch->instance ();
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 {
582 return 0;
583 }
584 499
585 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
586
587 if (tmp == NULL)
588 return 0; 501 return 0;
589
590 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
593 tmp->destroy ();
594 return 0;
595 }
596 502
597 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);
598 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
599 /* 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 */
600 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
601 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
602 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
603 tmp->x = x;
604 tmp->y = y;
605 tmp->direction = dir; 509 tmp->direction = dir;
606 if (op->owner != NULL)
607 tmp->set_owner (op); 510 tmp->set_owner (op);
608 else
609 tmp->set_owner (op);
610 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
611 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
612 513
613 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
614 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
615 {
616 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
617 return 0; 517 return 0;
618 } 518
619 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
620 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
621 521
622 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
623 return 1;
624
625 move_spell_effect (tmp); 523 move_spell_effect (tmp);
626 524
627 return 1; 525 return 1;
628} 526}
629
630
631 527
632/***************************************************************************** 528/*****************************************************************************
633 * 529 *
634 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
635 * 531 *
636 ****************************************************************************/ 532 ****************************************************************************/
637
638void 533void
639regenerate_rod (object *rod) 534regenerate_rod (object *rod)
640{ 535{
641 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
642 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
643 rod->stats.hp += 1 + rod->stats.maxhp / 10;
644
645 if (rod->stats.hp > rod->stats.maxhp)
646 rod->stats.hp = rod->stats.maxhp;
647 }
648} 538}
649
650 539
651void 540void
652drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
653{ 542{
654 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);
655} 544}
656
657
658
659 545
660/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
661 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
662 * 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),
663 * 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
664 * NULL if no good object. 550 * NULL if no good object.
665 */ 551 */
666
667object * 552object *
668find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
669{ 554{
670 object *tmp; 555 object *tmp;
671 maptile *m;
672 sint16 x, y;
673 int mflags;
674 556
675 /* 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,
676 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
677 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
678 */ 560 */
685 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
686 tmp = op; 568 tmp = op;
687 } 569 }
688 else 570 else
689 { 571 {
690 m = op->map; 572 maptile *m = op->map;
691 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
692 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
693
694 mflags = get_map_flags (m, &m, x, y, &x, &y);
695
696 if (mflags & P_OUT_OF_MAP)
697 tmp = 0;
698 else 575
576 tmp = xy_normalise (m, x, y)
699 tmp = m->at (x, y).player (); 577 ? m->at (x, y).player ()
578 : 0;
700 } 579 }
701 580
702 /* 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 */
703 if (!tmp) 582 if (!tmp)
704 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
705 584
706 return tmp; 585 return tmp;
707} 586}
708
709
710 587
711/* raytrace: 588/* raytrace:
712 * 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
713 * 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
714 * live objects. 591 * live objects.
717 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
718 * 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
719 * any, otherwise -1. 596 * any, otherwise -1.
720 * 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.
721 */ 598 */
722
723int 599int
724spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
725{ 601{
726 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
727 sint16 nx, ny; 603 sint16 nx, ny;
754 return freedir[i]; 630 return freedir[i];
755 } 631 }
756 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
757} 633}
758 634
759
760
761/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
762 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
763 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
764 */ 638 */
765 639static void
766void
767put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
768{ 641{
769 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
770 archetype *at; 643 archetype *at;
771 int dir; 644 int dir;
777 650
778 /* find a free square nearby 651 /* find a free square nearby
779 * first we check the closest square for free squares 652 * first we check the closest square for free squares
780 */ 653 */
781 654
782 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);
783 if (dir != -1) 656 if (dir != -1)
784 { 657 {
785 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
786 * insert multipart monsters properly 659 * insert multipart monsters properly
787 */ 660 */
661 //TODO: use expand_tail + ...
788 while (at != NULL) 662 while (at != NULL)
789 { 663 {
790 tmp = arch_to_object (at); 664 tmp = at->instance ();
791 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
792 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
793 tmp->map = op->map; 667 tmp->map = op->map;
794 if (head) 668 if (head)
795 { 669 {
796 tmp->head = head; 670 tmp->head = head;
797 prev->more = tmp; 671 prev->more = tmp;
798 } 672 }
673
799 if (!head) 674 if (!head)
800 head = tmp; 675 head = tmp;
676
801 prev = tmp; 677 prev = tmp;
678
802 at = at->more; 679 at = (archetype *)at->more;
803 } 680 }
804 681
805 if (head->randomitems) 682 if (head->randomitems)
806 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
807 684
808 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
809 686
810 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
811 tmp = get_archetype ("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
812 tmp->map = op->map;
813 tmp->x = op->x + freearr_x[dir];
814 tmp->y = op->y + freearr_y[dir];
815 insert_ob_in_map (tmp, op->map, op, 0);
816 } 689 }
817} 690}
818 691
819/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
820 * places them in nearby squares. 693 * places them in nearby squares.
827 * 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
828 * 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
829 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
830 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
831 */ 704 */
832
833int 705int
834summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
835{ 707{
836 int i; 708 int i;
837 709
847{ 719{
848 int attacktype; 720 int attacktype;
849 int face; 721 int face;
850} ATTACKS[22] = 722} ATTACKS[22] =
851{ 723{
852 {
853 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
854 {
855 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
856 {
857 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
858 {
859 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
860 {
861 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
862 {
863 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
864 {
865 AT_FIRE, 2}, 730 { AT_FIRE, 2},
866 {
867 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
868 {
869 AT_FIRE, 2}, 732 { AT_FIRE, 2},
870 {
871 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
872 {
873 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
874 {
875 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
876 {
877 AT_COLD, 4}, 736 { AT_COLD, 4},
878 {
879 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
880 {
881 AT_COLD, 4}, 738 { AT_COLD, 4},
882 {
883 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
884 {
885 AT_POISON, 7}, 740 { AT_POISON, 7},
886 {
887 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
888 {
889 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
890 {
891 AT_SLOW, 8}, 743 { AT_SLOW, 8},
892 {
893 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
894 {
895AT_FEAR, 10}}; 745 { AT_FEAR, 10},
896 746};
897
898 747
899/* shuffle_attack: peterm 748/* shuffle_attack: peterm
900 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
901 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
902 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
925 { 774 {
926 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
927 } 776 }
928} 777}
929 778
930
931/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
932 * at casting a prayer. 780 * at casting a prayer.
933 * op is the player. 781 * op is the player.
934 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
935 * 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.
936 */ 784 */
937 785static void
938void
939prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
940{ 787{
941 const char *godname; 788 const char *godname;
942 object *tmp; 789 object *tmp;
943 790
1020 else 867 else
1021 { 868 {
1022 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!");
1023 tmp = get_archetype (LOOSE_MANA); 870 tmp = get_archetype (LOOSE_MANA);
1024 tmp->level = skill->level; 871 tmp->level = skill->level;
1025 tmp->x = op->x;
1026 tmp->y = op->y;
1027 872
1028 /* increase the area of destruction a little for more powerful spells */ 873 /* increase the area of destruction a little for more powerful spells */
1029 tmp->range += isqrt (power); 874 tmp->range += isqrt (power);
1030 875
1031 if (power > 25) 876 if (power > 25)
1032 tmp->stats.dam = 25 + isqrt (power); 877 tmp->stats.dam = 25 + isqrt (power);
1033 else 878 else
1034 tmp->stats.dam = power; /* nasty recoils! */ 879 tmp->stats.dam = power; /* nasty recoils! */
1035 880
1036 tmp->stats.maxhp = tmp->count; 881 tmp->stats.maxhp = tmp->count;
1037 insert_ob_in_map (tmp, op->map, NULL, 0); 882
883 tmp->insert_at (op);
1038 } 884 }
1039 } 885 }
1040} 886}
1041 887
1042int 888static int
1043cast_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)
1044{ 890{
1045 int success;
1046 player *pl;
1047 object *spell;
1048
1049 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
1050 { 892 {
1051 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
1052 return 0; 894 return 0;
1053 } 895 }
1054 spell = arch_to_object (spell_ob->other_arch); 896
897 object *spell = spell_ob->other_arch->instance ();
1055 898
1056 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
1057 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
1058 901
1059 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
1060 { 903 {
1061 spell->remove (); 904 spell->remove ();
1062 return success; 905 return success;
1063 } 906 }
907
1064 for_all_players (pl) 908 for_all_players (pl)
1065 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
1066 { 910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
1067 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1068 } 913
1069 spell->remove (); 914 spell->remove ();
1070 return success; 915 return success;
1071} 916}
1072 917
1073/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
1078 * same as op. 923 * same as op.
1079 * 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
1080 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1081 * 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,
1082 * we can determine what to do. 927 * we can determine what to do.
1083 * 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
1084 * 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
1085 * 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,
1086 * etc. 931 * etc.
1087 * 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
1088 * 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
1095 * 940 *
1096 * 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),
1097 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1098 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1099 */ 944 */
1100
1101int 945int
1102cast_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)
1103{ 947{
1104 const char *godname; 948 const char *godname;
1105 int success = 0, mflags, cast_level = 0, old_shoottype; 949 int success = 0;
1106 object *skill = NULL; 950 object *skill = NULL;
1107
1108 old_shoottype = op->contr ? op->contr->shoottype : 0;
1109 951
1110 if (!spell_ob) 952 if (!spell_ob)
1111 { 953 {
1112 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1113 return 0; 955 return 0;
1141 * 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
1142 * at least process that code. 984 * at least process that code.
1143 */ 985 */
1144 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1145 { 987 {
1146 cast_level = caster_level (caster, spell_ob);
1147 if (spell_ob->skill) 988 if (spell_ob->skill)
1148 { 989 {
1149 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
991
1150 if (!skill) 992 if (!skill)
1151 { 993 {
1152 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));
1153 return 0; 998 return 0;
1154 } 999 }
1155 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)
1156 { 1006 {
1157 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 ())
1158 return 0; 1023 return 0;
1159 } 1024 }
1160 } 1025 }
1026
1161 /* 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
1162 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1163 */ 1029 */
1164 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1165 { 1031 {
1166 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1167 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)
1168 { 1034 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1170 return 0; 1036 return 0;
1171 } 1037 }
1038
1172 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1173 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)
1174 { 1041 {
1175 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 -
1176 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)
1177 {
1178 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));
1179 }
1180 else 1045 else
1181 { 1046 {
1182 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);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1184 return 0; 1049 return 0;
1185 } 1050 }
1186 } 1051 }
1187 1052
1188 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1189 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) <
1190 (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]))
1191 { 1056 {
1192 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1193 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1194 if (settings.casting_time == TRUE) 1059
1195 {
1196 op->casting_time = -1;
1197 }
1198 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);
1199 return 0; 1061 return 0;
1200 } 1062 }
1201 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1202 { 1064 {
1203 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;
1204 1066
1205 if (failure < 0) 1067 if (failure < 0)
1206 { 1068 {
1207 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.");
1208 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1209 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);
1210 op->contr->shoottype = (rangetype) old_shoottype; 1072
1211 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);
1212 return 0; 1074 return 0;
1213 } 1075 }
1214 } 1076 }
1215 } 1077 }
1216 } 1078 }
1217 1079
1218 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1219 1081
1220 /* 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
1221 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1222 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1223 * doing. 1085 * doing.
1224 */ 1086 */
1225 1087
1226 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 :-)!
1227 { 1089 {
1228 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!");
1229 return 0; 1091 return 0;
1230 } 1092 }
1231 1093
1232 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1233 && (caster->type != POTION) 1095 && (caster->type != POTION)
1238 { 1100 {
1239 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1240 return 0; 1102 return 0;
1241 1103
1242 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1243 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));
1244 else 1106 else if (object *item = op->contr->ranged_ob)
1245 switch (op->contr->shoottype)
1246 { 1107 {
1247 case range_magic: 1108 if (item->type == SPELL)
1248 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1249 break; 1110 else if (item->type == SCROLL)
1250 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1251 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1252 break;
1253 case range_golem:
1254 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1255 break;
1256 default:
1257 break;
1258 }
1259 return 0;
1260 }
1261
1262 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1263 {
1264 if (op->casting_time == -1)
1265 { /* begin the casting */
1266 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1267 op->spell = spell_ob;
1268 /* put the stringarg into the object struct so that when the
1269 * spell is actually cast, it knows about the stringarg.
1270 * necessary for the invoke command spells.
1271 */
1272 if (stringarg)
1273 {
1274 op->spellarg = strdup (stringarg);
1275 }
1276 else 1112 else
1277 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1278 return 0;
1279 }
1280 else if (op->casting_time != 0)
1281 {
1282 if (op->type == PLAYER)
1283 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1284 return 0;
1285 } 1114 }
1286 else 1115 else
1287 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1288 op->casting_time = -1; 1117
1289 spell_ob = op->spell; 1118 return 0;
1290 stringarg = op->spellarg;
1291 }
1292 }
1293 else
1294 { 1119 }
1120
1295 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1296 * 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
1297 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1298 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1299 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1300 * the player any time. 1126 * the player any time.
1301 * 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
1302 */ 1134 */
1303 if (caster == op && caster->type != FIREWALL)
1304 {
1305 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1306 /* Other portions of the code may also decrement the speed of the player, so
1307 * put a lower limit so that the player isn't stuck here too long
1308 */
1309 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)
1310 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;
1311 } 1137 }
1312 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)
1313 {
1314 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1315 }
1316 }
1317 1140
1318 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1319 { 1142 {
1320 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);
1321 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);
1328 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1329 { 1152 {
1330 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1331 if (!skill) 1154 if (!skill)
1332 { 1155 {
1333 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)));
1334 return 0; 1157 return 0;
1335 } 1158 }
1159
1336 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1337 } 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);
1338 1165
1339 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1340 { 1167 {
1341 /* 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
1342 * in in spells.h. 1169 * in spells.h.
1343 */ 1170 */
1344 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1345 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1346 break; 1173 break;
1347 1174
1348 case SP_RUNE: 1175 case SP_RUNE:
1349 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1350 break; 1177 break;
1351 1178
1352 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1353 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1354 break; 1181 break;
1355 1182
1356 case SP_BOLT: 1183 case SP_BOLT:
1357 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1358 break; 1185 break;
1376 case SP_SMITE: 1203 case SP_SMITE:
1377 success = cast_smite_spell (op, caster, dir, spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1378 break; 1205 break;
1379 1206
1380 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1381 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);
1382 break; 1209 break;
1383 1210
1384 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1385 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1386 old_shoottype = range_golem;
1387 break; 1213 break;
1388 1214
1389 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1390 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1391 * moved. 1217 * moved.
1392 */ 1218 */
1393 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1394 break; 1220 break;
1395 1221
1396 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1397 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1398 { 1224 {
1431 case SP_HEALING: 1257 case SP_HEALING:
1432 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1433 break; 1259 break;
1434 1260
1435 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1436 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1437 break; 1263 break;
1438 1264
1439 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1440 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1441 break; 1267 break;
1451 case SP_CURSE: 1277 case SP_CURSE:
1452 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1453 break; 1279 break;
1454 1280
1455 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1456 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1457 break; 1283 break;
1458 1284
1459 case SP_CHARGING: 1285 case SP_CHARGING:
1460 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1461 break; 1287 break;
1464#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1465 /* 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
1466 * 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
1467 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1468 */ 1294 */
1469 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1470 success = 0; 1296 success = 0;
1471#else 1297#else
1472 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1473#endif 1299#endif
1474 break; 1300 break;
1494 break; 1320 break;
1495 1321
1496 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1497 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)
1498 { 1324 {
1499 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));
1500 success = 0; 1326 success = 0;
1501 } 1327 }
1502 else 1328 else
1503 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);
1504 break; 1330 break;
1505 1331
1506 case SP_SWARM: 1332 case SP_SWARM:
1507 success = fire_swarm (op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1508 break; 1334 break;
1515 /* in rune.c */ 1341 /* in rune.c */
1516 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1517 break; 1343 break;
1518 1344
1519 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1520 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1521 break; 1347 break;
1522 1348
1523 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1524 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1525 break; 1351 break;
1526 1352
1527 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1528 success = animate_weapon (op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1529 old_shoottype = range_golem;
1530 break; 1355 break;
1531 1356
1532 case SP_LIGHT: 1357 case SP_LIGHT:
1533 success = cast_light (op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1534 break; 1359 break;
1547 1372
1548 case SP_AURA: 1373 case SP_AURA:
1549 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1550 break; 1375 break;
1551 1376
1552 case SP_TOWN_PORTAL:
1553 success = cast_create_town_portal (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1557 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1558 break; 1379 break;
1559 1380
1560 default: 1381 default:
1561 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1562 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);
1563 }
1564
1565 /* FIXME - we need some better sound suppport */
1566 // yes, for example, augment map info with the spell effect
1567 // so clients can calculate the sounds themselves
1568 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1569
1570 /* free the spell arg */
1571 if (settings.casting_time == TRUE && stringarg)
1572 { 1383 }
1573 free (stringarg); 1384
1574 stringarg = NULL; 1385 op->play_sound (
1575 } 1386 success
1576 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 ? spell_ob->sound
1577 * to something like use_magic_item, but you really want to be able to fire 1388 ? spell_ob->sound
1578 * it again. 1389 : sound_find ("spell_success")
1579 */ 1390 : sound_find ("fumble_spell")
1580 if (op->contr) 1391 );
1581 op->contr->shoottype = (rangetype) old_shoottype;
1582 1392
1583 return success; 1393 return success;
1584} 1394}
1585 1395
1586
1587/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1588 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1589 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1590 */ 1399 */
1591void 1400void
1592move_spell_effect (object *op) 1401move_spell_effect (object *op)
1593{ 1402{
1633 move_aura (op); 1442 move_aura (op);
1634 break; 1443 break;
1635 } 1444 }
1636} 1445}
1637 1446
1638/* this checks to see if something special should happen if
1639 * something runs into the object.
1640 */
1641void
1642check_spell_effect (object *op)
1643{
1644 switch (op->subtype)
1645 {
1646 case SP_BOLT:
1647 move_bolt (op);
1648 return;
1649
1650 case SP_BULLET:
1651 check_bullet (op);
1652 return;
1653 }
1654}
1655
1656/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1657 * 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
1658 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1659 * objects of the appropraite type. 1450 * objects of the appropriate type.
1660 */ 1451 */
1661void 1452void
1662apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1663{ 1454{
1664 switch (spell->subtype) 1455 switch (spell->subtype)
1665 { 1456 {
1666 case SP_CONE: 1457 case SP_CONE:
1667 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1668 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1669 break; 1460 break;
1670 1461
1671 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1672 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1673 { 1464 {
1674 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1675
1676 if (!spell->destroyed ())
1677 spell->destroy (); 1466 spell->destroy ();
1678 } 1467 }
1679 break; 1468 break;
1680 1469
1681 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 else if (victim->material || victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1685 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1475
1686 break; 1476 break;
1687 } 1477 }
1688} 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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