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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.114 by root, Sat Apr 10 04:54:10 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 83 */
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193
194int 104int
195caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
196{ 106{
197 int level = caster->level; 107 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 108
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 111 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
213 114
214 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
215 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
216 120
217 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
219 128
220 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 if (level < 1) 132 return clamp (level, 1, settings.max_level);
224 level = 1;
225
226 return level;
227} 133}
228 134
229/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 142 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
239 */ 145 */
240
241sint16 146sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 148{
244 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
245 150
246 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
247 { 152 {
248 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 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));
251 }
252 else 155 else
253 sp = spell->stats.sp; 156 sp = spell->stats.sp;
254 157
255 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
257 sp = 1; 160 sp = 1;
258 161
259 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 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));
262 }
263 else 164 else
264 grace = spell->stats.grace; 165 grace = spell->stats.grace;
265 166
266 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
268 grace = 1; 169 grace = 1;
269 } 170 }
270 else 171 else
271 { 172 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
274 sp = 1; 175 sp = 1;
176
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
277 grace = 1; 179 grace = 1;
278 } 180 }
181
279 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 183 return max (sp, grace);
281 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
282 return grace; 185 return grace;
283 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
284 return sp; 187 return sp;
285 else 188 else
287 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);
288 return 0; 191 return 0;
289 } 192 }
290} 193}
291 194
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}
292 205
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
295 */ 208 */
296int 209int
297SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
298{ 211{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 216}
310 217
311/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
314 */ 221 */
315int 222int
316SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
317{ 224{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 229}
330 230
331/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
334 */ 234 */
335int 235int
336SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
337{ 237{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 238 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 242}
350 243
351/* 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
352 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
353 * 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.
354 */ 247 */
355object * 248object *
356check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
357{ 250{
358 object *spop; 251 object *spop;
359 252
360 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
362 return spop; 255 return spop;
363 256
364 return NULL; 257 return 0;
365} 258}
366
367 259
368/* 260/*
369 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 266 * exact match, we also return NULL.
375 */ 267 */
376
377object * 268object *
378lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
379{ 270{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
381 int nummatch = 0; 272 int nummatch = 0;
382 273
383 if (spname == NULL) 274 if (!spname)
384 return NULL; 275 return 0;
385 276
386 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
389 */ 280 */
390 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
391 { 282 {
392 if (spob->type == SPELL) 283 if (spob->type == SPELL)
393 { 284 {
285 // TODO: WTF?
394 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
395 { 287 {
396 nummatch++; 288 nummatch++;
397 spob1 = spob; 289 spob1 = spob;
398 } 290 }
403 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
405 */ 297 */
406 if (spob2) 298 if (spob2)
407 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
408 spob2 = spob; 301 spob2 = spob;
409 } 302 }
410 } 303 }
411 } 304 }
412 /* 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
413 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
414 */ 307 */
415 if (spob2) 308 if (spob2)
416 return spob2; 309 return spob2;
310
417 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
418 return spob1; 312 return spob1;
313
419 return NULL; 314 return NULL;
420} 315}
421 316
422/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
427 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
428 */ 323 */
429int 324int
430reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
431{ 326{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 328 return 0;
329
436 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)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 334 return 1;
441 335
462 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.");
463 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.");
464 dir = 0; 358 dir = 0;
465 } 359 }
466 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
467 op->map->insert (new_op, 362 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 364 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
471 366
472 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;
473} 386}
474 387
475/* 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.
476 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
479 * 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
480 * 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.
481 * 394 */
482 */
483
484int 395int
485ok_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)
486{ 397{
487 object *tmp; 398 if (!xy_normalise (m, x, y))
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0; 399 return 0;
496 400
497 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))
498 return 0; 405 return 0;
499 406
500 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)
501 { 410 {
502 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
504 * 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
505 * 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
506 * 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
507 * 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
508 * 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
509 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
510 */ 419 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
513 (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))
514 return 0; 434 return 0;
515 435
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
525 /*
526 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons.
529 */
530 if (tmp->arch == op->arch
531 && tmp->type == op->type 436 if (tmp->type == op->type)
532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
534 { 437 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
536 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
537 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)
538 return 0; 470 return 0;
539 } 471 }
540 472
541 /* 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
542 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
543 */ 475 */
544 } 476 }
477
545 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
546 return 1; 479 return 1;
547} 480}
548 481
549/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
554 * dir: direction to fire in. 487 * dir: direction to fire in.
555 * 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
556 * to fire. 489 * to fire.
557 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
558 */ 491 */
559
560int 492int
561fire_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)
562{ 494{
563 object *tmp;
564 int mflags;
565 maptile *m;
566
567 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
568 return 0; 496 return 0;
569 497
570 m = op->map; 498 object *tmp = spell->other_arch->instance ();
571 mflags = get_map_flags (m, &m, x, y, &x, &y);
572 if (mflags & P_OUT_OF_MAP)
573 {
574 return 0;
575 }
576 499
577 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
578
579 if (tmp == NULL)
580 return 0; 501 return 0;
581
582 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
583 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
585 tmp->destroy ();
586 return 0;
587 }
588 502
589 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);
590 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
591 /* 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 */
592 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
593 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
594 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
595 tmp->x = x;
596 tmp->y = y;
597 tmp->direction = dir; 509 tmp->direction = dir;
598 if (op->owner != NULL)
599 tmp->set_owner (op); 510 tmp->set_owner (op);
600 else
601 tmp->set_owner (op);
602 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
603 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
604 513
605 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
606 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
607 {
608 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
609 return 0; 517 return 0;
610 } 518
611 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
612 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
613 521
614 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
615 move_spell_effect (tmp); 523 move_spell_effect (tmp);
616 524
617 return 1; 525 return 1;
618} 526}
619 527
624 ****************************************************************************/ 532 ****************************************************************************/
625void 533void
626regenerate_rod (object *rod) 534regenerate_rod (object *rod)
627{ 535{
628 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
629 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
630 rod->stats.hp += 1 + rod->stats.maxhp / 10;
631
632 if (rod->stats.hp > rod->stats.maxhp)
633 rod->stats.hp = rod->stats.maxhp;
634 }
635} 538}
636
637 539
638void 540void
639drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
640{ 542{
641 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);
642} 544}
643
644
645
646 545
647/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
649 * 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),
650 * 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
651 * NULL if no good object. 550 * NULL if no good object.
652 */ 551 */
653
654object * 552object *
655find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
656{ 554{
657 object *tmp; 555 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661 556
662 /* 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,
663 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
664 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
665 */ 560 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673 tmp = op; 568 tmp = op;
674 } 569 }
675 else 570 else
676 { 571 {
677 m = op->map; 572 maptile *m = op->map;
678 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else 575
576 tmp = xy_normalise (m, x, y)
686 tmp = m->at (x, y).player (); 577 ? m->at (x, y).player ()
578 : 0;
687 } 579 }
688 580
689 /* 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 */
690 if (!tmp) 582 if (!tmp)
691 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
692 584
693 return tmp; 585 return tmp;
694} 586}
695
696
697 587
698/* raytrace: 588/* raytrace:
699 * 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
700 * 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
701 * live objects. 591 * live objects.
704 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
705 * 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
706 * any, otherwise -1. 596 * any, otherwise -1.
707 * 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.
708 */ 598 */
709
710int 599int
711spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
712{ 601{
713 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
714 sint16 nx, ny; 603 sint16 nx, ny;
741 return freedir[i]; 630 return freedir[i];
742 } 631 }
743 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
744} 633}
745 634
746
747
748/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
749 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
750 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
751 */ 638 */
752 639static void
753void
754put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
755{ 641{
756 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
757 archetype *at; 643 archetype *at;
758 int dir; 644 int dir;
764 650
765 /* find a free square nearby 651 /* find a free square nearby
766 * first we check the closest square for free squares 652 * first we check the closest square for free squares
767 */ 653 */
768 654
769 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);
770 if (dir != -1) 656 if (dir != -1)
771 { 657 {
772 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
773 * insert multipart monsters properly 659 * insert multipart monsters properly
774 */ 660 */
661 //TODO: use expand_tail + ...
775 while (at != NULL) 662 while (at != NULL)
776 { 663 {
777 tmp = arch_to_object (at); 664 tmp = at->instance ();
778 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
779 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
780 tmp->map = op->map; 667 tmp->map = op->map;
781 if (head) 668 if (head)
782 { 669 {
783 tmp->head = head; 670 tmp->head = head;
784 prev->more = tmp; 671 prev->more = tmp;
785 } 672 }
673
786 if (!head) 674 if (!head)
787 head = tmp; 675 head = tmp;
676
788 prev = tmp; 677 prev = tmp;
678
789 at = at->more; 679 at = (archetype *)at->more;
790 } 680 }
791 681
792 if (head->randomitems) 682 if (head->randomitems)
793 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794 684
795 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
796 686
797 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
798 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
799 } 689 }
800} 690}
801 691
802/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
803 * places them in nearby squares. 693 * places them in nearby squares.
810 * 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
811 * 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
812 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
813 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
814 */ 704 */
815
816int 705int
817summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
818{ 707{
819 int i; 708 int i;
820 709
830{ 719{
831 int attacktype; 720 int attacktype;
832 int face; 721 int face;
833} ATTACKS[22] = 722} ATTACKS[22] =
834{ 723{
835 {
836 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
837 {
838 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
839 {
840 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
841 {
842 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
843 {
844 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
845 {
846 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
847 {
848 AT_FIRE, 2}, 730 { AT_FIRE, 2},
849 {
850 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
851 {
852 AT_FIRE, 2}, 732 { AT_FIRE, 2},
853 {
854 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
855 {
856 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
857 {
858 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
859 {
860 AT_COLD, 4}, 736 { AT_COLD, 4},
861 {
862 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
863 {
864 AT_COLD, 4}, 738 { AT_COLD, 4},
865 {
866 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
867 {
868 AT_POISON, 7}, 740 { AT_POISON, 7},
869 {
870 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
871 {
872 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
873 {
874 AT_SLOW, 8}, 743 { AT_SLOW, 8},
875 {
876 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
877 {
878AT_FEAR, 10}}; 745 { AT_FEAR, 10},
879 746};
880
881 747
882/* shuffle_attack: peterm 748/* shuffle_attack: peterm
883 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
884 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
885 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
908 { 774 {
909 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
910 } 776 }
911} 777}
912 778
913
914/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
915 * at casting a prayer. 780 * at casting a prayer.
916 * op is the player. 781 * op is the player.
917 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
918 * 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.
919 */ 784 */
920 785static void
921void
922prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
923{ 787{
924 const char *godname; 788 const char *godname;
925 object *tmp; 789 object *tmp;
926 790
1019 tmp->insert_at (op); 883 tmp->insert_at (op);
1020 } 884 }
1021 } 885 }
1022} 886}
1023 887
1024int 888static int
1025cast_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)
1026{ 890{
1027 int success;
1028 player *pl;
1029 object *spell;
1030
1031 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
1032 { 892 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
1034 return 0; 894 return 0;
1035 } 895 }
1036 spell = arch_to_object (spell_ob->other_arch); 896
897 object *spell = spell_ob->other_arch->instance ();
1037 898
1038 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
1039 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
1040 901
1041 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
1042 { 903 {
1043 spell->remove (); 904 spell->remove ();
1044 return success; 905 return success;
1045 } 906 }
907
1046 for_all_players (pl) 908 for_all_players (pl)
1047 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
1048 { 910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
1049 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1050 } 913
1051 spell->remove (); 914 spell->remove ();
1052 return success; 915 return success;
1053} 916}
1054 917
1055/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
1060 * same as op. 923 * same as op.
1061 * 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
1062 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1063 * 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,
1064 * we can determine what to do. 927 * we can determine what to do.
1065 * 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
1066 * 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
1067 * 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,
1068 * etc. 931 * etc.
1069 * 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
1070 * 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
1077 * 940 *
1078 * 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),
1079 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1080 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1081 */ 944 */
1082
1083int 945int
1084cast_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)
1085{ 947{
1086 const char *godname; 948 const char *godname;
1087 int success = 0, mflags, cast_level = 0, old_shoottype; 949 int success = 0;
1088 object *skill = NULL; 950 object *skill = NULL;
1089
1090 old_shoottype = op->contr ? op->contr->shoottype : 0;
1091 951
1092 if (!spell_ob) 952 if (!spell_ob)
1093 { 953 {
1094 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1095 return 0; 955 return 0;
1123 * 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
1124 * at least process that code. 984 * at least process that code.
1125 */ 985 */
1126 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1127 { 987 {
1128 cast_level = caster_level (caster, spell_ob);
1129 if (spell_ob->skill) 988 if (spell_ob->skill)
1130 { 989 {
1131 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
991
1132 if (!skill) 992 if (!skill)
1133 { 993 {
1134 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 994 op->failmsgf ("You need the %s skill to cast %s! "
995 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name);
1135 return 0; 998 return 0;
1136 } 999 }
1137 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)
1138 { 1006 {
1139 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->failmsgf ("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 ())
1140 return 0; 1023 return 0;
1141 } 1024 }
1142 } 1025 }
1026
1143 /* 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
1144 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1145 */ 1029 */
1146 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1147 { 1031 {
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1149 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)
1150 { 1034 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1152 return 0; 1036 return 0;
1153 } 1037 }
1154 1038
1155 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1156 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)
1157 { 1041 {
1158 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 -
1159 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)
1160 {
1161 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));
1162 }
1163 else 1045 else
1164 { 1046 {
1165 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);
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsgf ("%s ignores your prayer.", godname);
1167 return 0; 1049 return 0;
1168 } 1050 }
1169 } 1051 }
1170 1052
1171 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1172 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) <
1173 (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]))
1174 { 1056 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1177 if (settings.casting_time == TRUE) 1059
1178 {
1179 op->casting_time = -1;
1180 }
1181 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);
1182 return 0; 1061 return 0;
1183 } 1062 }
1184 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1185 { 1064 {
1186 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;
1187 1066
1188 if (failure < 0) 1067 if (failure < 0)
1189 { 1068 {
1190 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.");
1191 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1192 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);
1193 op->contr->shoottype = (rangetype) old_shoottype; 1072
1194 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);
1195 return 0; 1074 return 0;
1196 } 1075 }
1197 } 1076 }
1198 } 1077 }
1199 } 1078 }
1200 1079
1201 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1202 1081
1203 /* 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
1204 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1205 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1206 * doing. 1085 * doing.
1207 */ 1086 */
1208 1087
1209 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 :-)!
1210 { 1089 {
1090 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1211 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1091 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1212 return 0; 1092 return 0;
1213 } 1093 }
1214 1094
1215 if ((spell_ob->type == SPELL) 1095 if ((spell_ob->type == SPELL)
1216 && (caster->type != POTION) 1096 && (caster->type != POTION)
1221 { 1101 {
1222 if (op->type != PLAYER) 1102 if (op->type != PLAYER)
1223 return 0; 1103 return 0;
1224 1104
1225 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1105 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1106 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1227 else 1107 else if (object *item = op->contr->ranged_ob)
1228 switch (op->contr->shoottype)
1229 { 1108 {
1230 case range_magic: 1109 if (item->type == SPELL)
1231 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1110 op->failmsg ("Something blocks your spellcasting.");
1232 break; 1111 else if (item->type == SCROLL)
1233 case range_misc: 1112 op->failmsg ("Something blocks the magic of your scroll.");
1234 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235 break;
1236 case range_golem:
1237 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1238 break;
1239 default:
1240 break;
1241 }
1242 return 0;
1243 }
1244
1245 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246 {
1247 if (op->casting_time == -1)
1248 { /* begin the casting */
1249 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250 op->spell = spell_ob;
1251 /* put the stringarg into the object struct so that when the
1252 * spell is actually cast, it knows about the stringarg.
1253 * necessary for the invoke command spells.
1254 */
1255 if (stringarg)
1256 {
1257 op->spellarg = strdup (stringarg);
1258 }
1259 else 1113 else
1260 op->spellarg = NULL; 1114 op->failmsg ("Something blocks the magic of your item.");
1261 return 0;
1262 }
1263 else if (op->casting_time != 0)
1264 {
1265 if (op->type == PLAYER)
1266 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267 return 0;
1268 } 1115 }
1269 else 1116 else
1270 { /* casting_time == 0 */ 1117 op->failmsg ("Something blocks the spell!");
1271 op->casting_time = -1; 1118
1272 spell_ob = op->spell; 1119 return 0;
1273 stringarg = op->spellarg;
1274 }
1275 }
1276 else
1277 { 1120 }
1121
1278 /* Take into account how long it takes to cast the spell. 1122 /* Take into account how long it takes to cast the spell.
1279 * if the player is casting it, then we use the time in 1123 * if the player is casting it, then we use the time in
1280 * the spell object. If it is a spell object, have it 1124 * the spell object. If it is a spell object, have it
1281 * take two ticks. Things that cast spells on the players 1125 * take two ticks. Things that cast spells on the players
1282 * behalf (eg, altars, and whatever else) shouldn't cost 1126 * behalf (eg, altars, and whatever else) shouldn't cost
1283 * the player any time. 1127 * the player any time.
1284 * Ignore casting time for firewalls 1128 * Ignore casting time for firewalls
1129 */
1130 if (caster == op && caster->type != FIREWALL)
1131 {
1132 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1133 /* Other portions of the code may also decrement the speed of the player, so
1134 * put a lower limit so that the player isn't stuck here too long
1285 */ 1135 */
1286 if (caster == op && caster->type != FIREWALL)
1287 {
1288 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 /* Other portions of the code may also decrement the speed of the player, so
1290 * put a lower limit so that the player isn't stuck here too long
1291 */
1292 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1136 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1293 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1137 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1294 } 1138 }
1295 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1139 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1296 {
1297 op->speed_left -= 2 * FABS (op->speed); 1140 op->speed_left -= 2 * op->speed;
1298 }
1299 }
1300 1141
1301 if (op->type == PLAYER && op == caster) 1142 if (op->type == PLAYER && op == caster)
1302 { 1143 {
1303 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1144 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1304 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1145 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1311 if (op != caster && !skill && caster->skill) 1152 if (op != caster && !skill && caster->skill)
1312 { 1153 {
1313 skill = find_skill_by_name (op, caster->skill); 1154 skill = find_skill_by_name (op, caster->skill);
1314 if (!skill) 1155 if (!skill)
1315 { 1156 {
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1157 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1317 return 0; 1158 return 0;
1318 } 1159 }
1160
1319 change_skill (op, skill, 0); /* needed for proper exp credit */ 1161 op->change_skill (skill); /* needed for proper exp credit */
1320 } 1162 }
1163
1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1165 return RESULT_INT (0);
1321 1166
1322 switch (spell_ob->subtype) 1167 switch (spell_ob->subtype)
1323 { 1168 {
1324 /* The order of case statements is same as the order they show up 1169 /* The order of case statements is same as the order they show up
1325 * in in spells.h. 1170 * in spells.h.
1326 */ 1171 */
1327 case SP_RAISE_DEAD: 1172 case SP_RAISE_DEAD:
1328 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1173 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1329 break; 1174 break;
1330 1175
1331 case SP_RUNE: 1176 case SP_RUNE:
1332 success = write_rune (op, caster, spell_ob, dir, stringarg); 1177 success = write_rune (op, caster, spell_ob, dir, spellparam);
1333 break; 1178 break;
1334 1179
1335 case SP_MAKE_MARK: 1180 case SP_MAKE_MARK:
1336 success = write_mark (op, spell_ob, stringarg); 1181 success = write_mark (op, spell_ob, spellparam);
1337 break; 1182 break;
1338 1183
1339 case SP_BOLT: 1184 case SP_BOLT:
1340 success = fire_bolt (op, caster, dir, spell_ob, skill); 1185 success = fire_bolt (op, caster, dir, spell_ob, skill);
1341 break; 1186 break;
1359 case SP_SMITE: 1204 case SP_SMITE:
1360 success = cast_smite_spell (op, caster, dir, spell_ob); 1205 success = cast_smite_spell (op, caster, dir, spell_ob);
1361 break; 1206 break;
1362 1207
1363 case SP_MAGIC_MISSILE: 1208 case SP_MAGIC_MISSILE:
1364 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1209 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1365 break; 1210 break;
1366 1211
1367 case SP_SUMMON_GOLEM: 1212 case SP_SUMMON_GOLEM:
1368 success = summon_golem (op, caster, dir, spell_ob); 1213 success = summon_golem (op, caster, dir, spell_ob);
1369 old_shoottype = range_golem;
1370 break; 1214 break;
1371 1215
1372 case SP_DIMENSION_DOOR: 1216 case SP_DIMENSION_DOOR:
1373 /* dimension door needs the actual caster, because that is what is 1217 /* dimension door needs the actual caster, because that is what is
1374 * moved. 1218 * moved.
1375 */ 1219 */
1376 success = dimension_door (op, caster, spell_ob, dir); 1220 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1377 break; 1221 break;
1378 1222
1379 case SP_MAGIC_MAPPING: 1223 case SP_MAGIC_MAPPING:
1380 if (op->type == PLAYER) 1224 if (op->type == PLAYER)
1381 { 1225 {
1414 case SP_HEALING: 1258 case SP_HEALING:
1415 success = cast_heal (op, caster, spell_ob, dir); 1259 success = cast_heal (op, caster, spell_ob, dir);
1416 break; 1260 break;
1417 1261
1418 case SP_CREATE_FOOD: 1262 case SP_CREATE_FOOD:
1419 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1263 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1420 break; 1264 break;
1421 1265
1422 case SP_EARTH_TO_DUST: 1266 case SP_EARTH_TO_DUST:
1423 success = cast_earth_to_dust (op, caster, spell_ob); 1267 success = cast_earth_to_dust (op, caster, spell_ob);
1424 break; 1268 break;
1434 case SP_CURSE: 1278 case SP_CURSE:
1435 success = cast_curse (op, caster, spell_ob, dir); 1279 success = cast_curse (op, caster, spell_ob, dir);
1436 break; 1280 break;
1437 1281
1438 case SP_SUMMON_MONSTER: 1282 case SP_SUMMON_MONSTER:
1439 success = summon_object (op, caster, spell_ob, dir, stringarg); 1283 success = summon_object (op, caster, spell_ob, dir, spellparam);
1440 break; 1284 break;
1441 1285
1442 case SP_CHARGING: 1286 case SP_CHARGING:
1443 success = recharge (op, caster, spell_ob); 1287 success = recharge (op, caster, spell_ob);
1444 break; 1288 break;
1447#ifdef NO_POLYMORPH 1291#ifdef NO_POLYMORPH
1448 /* Not great, but at least provide feedback so if players do have 1292 /* Not great, but at least provide feedback so if players do have
1449 * polymorph (ie, find it as a preset item or left over from before 1293 * polymorph (ie, find it as a preset item or left over from before
1450 * it was disabled), they get some feedback. 1294 * it was disabled), they get some feedback.
1451 */ 1295 */
1452 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1296 op->failmsg ("The spell fizzles!");
1453 success = 0; 1297 success = 0;
1454#else 1298#else
1455 success = cast_polymorph (op, caster, spell_ob, dir); 1299 success = cast_polymorph (op, caster, spell_ob, dir);
1456#endif 1300#endif
1457 break; 1301 break;
1477 break; 1321 break;
1478 1322
1479 case SP_MOVING_BALL: 1323 case SP_MOVING_BALL:
1480 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1324 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1481 { 1325 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1326 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1483 success = 0; 1327 success = 0;
1484 } 1328 }
1485 else 1329 else
1486 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1330 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1487 break; 1331 break;
1488 1332
1489 case SP_SWARM: 1333 case SP_SWARM:
1490 success = fire_swarm (op, caster, spell_ob, dir); 1334 success = fire_swarm (op, caster, spell_ob, dir);
1491 break; 1335 break;
1498 /* in rune.c */ 1342 /* in rune.c */
1499 success = dispel_rune (op, caster, spell_ob, skill, dir); 1343 success = dispel_rune (op, caster, spell_ob, skill, dir);
1500 break; 1344 break;
1501 1345
1502 case SP_CREATE_MISSILE: 1346 case SP_CREATE_MISSILE:
1503 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1347 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1504 break; 1348 break;
1505 1349
1506 case SP_CONSECRATE: 1350 case SP_CONSECRATE:
1507 success = cast_consecrate (op, caster, spell_ob); 1351 success = cast_consecrate (op, caster, spell_ob);
1508 break; 1352 break;
1509 1353
1510 case SP_ANIMATE_WEAPON: 1354 case SP_ANIMATE_WEAPON:
1511 success = animate_weapon (op, caster, spell_ob, dir); 1355 success = animate_weapon (op, caster, spell_ob, dir);
1512 old_shoottype = range_golem;
1513 break; 1356 break;
1514 1357
1515 case SP_LIGHT: 1358 case SP_LIGHT:
1516 success = cast_light (op, caster, spell_ob, dir); 1359 success = cast_light (op, caster, spell_ob, dir);
1517 break; 1360 break;
1530 1373
1531 case SP_AURA: 1374 case SP_AURA:
1532 success = create_aura (op, caster, spell_ob); 1375 success = create_aura (op, caster, spell_ob);
1533 break; 1376 break;
1534 1377
1535 case SP_TOWN_PORTAL:
1536 success = cast_create_town_portal (op, caster, spell_ob, dir);
1537 break;
1538
1539 case SP_PARTY_SPELL: 1378 case SP_PARTY_SPELL:
1540 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1379 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1541 break; 1380 break;
1542 1381
1543 default: 1382 default:
1544 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1383 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1546 }
1547
1548 /* FIXME - we need some better sound suppport */
1549 // yes, for example, augment map info with the spell effect
1550 // so clients can calculate the sounds themselves
1551 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1552
1553 /* free the spell arg */
1554 if (settings.casting_time == TRUE && stringarg)
1555 { 1384 }
1556 free (stringarg); 1385
1557 stringarg = NULL; 1386 op->play_sound (
1558 } 1387 success
1559 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1388 ? spell_ob->sound
1560 * to something like use_magic_item, but you really want to be able to fire 1389 ? spell_ob->sound
1561 * it again. 1390 : sound_find ("spell_success")
1562 */ 1391 : sound_find ("fumble_spell")
1563 if (op->contr) 1392 );
1564 op->contr->shoottype = (rangetype) old_shoottype;
1565 1393
1566 return success; 1394 return success;
1567} 1395}
1568 1396
1569
1570/* This is called from time.c/process_object(). That function 1397/* This is called from time.c/process_object(). That function
1571 * calls this for any SPELL_EFFECT type objects. This function 1398 * calls this for any SPELL_EFFECT type objects. This function
1572 * then dispatches them to the appropriate specific routines. 1399 * then dispatches them to the appropriate specific routines.
1573 */ 1400 */
1574void 1401void
1575move_spell_effect (object *op) 1402move_spell_effect (object *op)
1576{ 1403{
1616 move_aura (op); 1443 move_aura (op);
1617 break; 1444 break;
1618 } 1445 }
1619} 1446}
1620 1447
1621/* this checks to see if something special should happen if
1622 * something runs into the object.
1623 */
1624void
1625check_spell_effect (object *op)
1626{
1627 switch (op->subtype)
1628 {
1629 case SP_BOLT:
1630 move_bolt (op);
1631 return;
1632
1633 case SP_BULLET:
1634 check_bullet (op);
1635 return;
1636 }
1637}
1638
1639/* This is called by move_apply. Basically, if someone 1448/* This is called by move_apply. Basically, if someone
1640 * moves onto a spell effect and the walk_on or fly_on flags 1449 * moves onto a spell effect and the walk_on or fly_on flags
1641 * are set, this is called. This should only be called for 1450 * are set, this is called. This should only be called for
1642 * objects of the appropraite type. 1451 * objects of the appropriate type.
1643 */ 1452 */
1644void 1453void
1645apply_spell_effect (object *spell, object *victim) 1454apply_spell_effect (object *spell, object *victim)
1646{ 1455{
1647 switch (spell->subtype) 1456 switch (spell->subtype)
1648 { 1457 {
1649 case SP_CONE: 1458 case SP_CONE:
1650 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1459 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1651 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1460 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1652 break; 1461 break;
1653 1462
1654 case SP_MAGIC_MISSILE: 1463 case SP_MAGIC_MISSILE:
1655 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (QUERY_FLAG (victim, FLAG_ALIVE))
1656 { 1465 {
1657 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1658
1659 if (!spell->destroyed ())
1660 spell->destroy (); 1467 spell->destroy ();
1661 } 1468 }
1662 break; 1469 break;
1663 1470
1664 case SP_MOVING_BALL: 1471 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1472 if (QUERY_FLAG (victim, FLAG_ALIVE))
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname) 1474 else if (victim->material != MATERIAL_NULL)
1668 save_throw_object (victim, spell->attacktype, spell); 1475 save_throw_object (victim, spell->attacktype, spell);
1476
1669 break; 1477 break;
1670 } 1478 }
1671} 1479}
1480
1481/**
1482 * This function will let a fireball explode at the position of
1483 * the victim with a specific maximum level.
1484 */
1485void
1486create_exploding_ball_at (object *victim, int level)
1487{
1488 object *ball = get_archetype (EXPLODING_FIREBALL);
1489 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1490 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1491 ball->insert_at (victim);
1492}

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