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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.10 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_util.C,v 1.10 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30 24
31#include <global.h> 25#include <global.h>
32#include <spells.h> 26#include <spells.h>
33#include <object.h> 27#include <object.h>
34#include <errno.h> 28#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 29#include <sproto.h>
37#endif
38#include <sounds.h> 30#include <sounds.h>
39 31
40extern char *spell_mapping[]; 32extern char *spell_mapping[];
41 33
42/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 36 * matching spells are used.
45 */ 37 */
38object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
47{ 40{
48 int k=0,s; 41 int k = 0, s;
49 object *tmp;
50 42
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
53 46
54 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
55 if (!k) return NULL; 48 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 49 return NULL;
50
51 s = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 67 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 68 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 69 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 70 * that object (use magic device).
75 */ 71 */
72void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 73set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 74{
78 if (caster == op && spob->skill) 75 if (caster == op && spob->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 init_spells(void) {
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG(llevDebug, "Checking spells...\n");
99
100 for (at=first_archetype; at; at=at->next) {
101 if (at->clone.type == SPELL) {
102 if (at->clone.skill) {
103 for (i=1; i<NUM_SKILLS; i++)
104 if (!strcmp(skill_names[i], at->clone.skill)) break;
105 if (i==NUM_SKILLS) {
106 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
107 }
108 }
109 /* other_arch is already checked for in the loader */
110 }
111 }
112
113 i=0;
114 while (spell_mapping[i]) {
115 if (!find_archetype(spell_mapping[i])) {
116 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
117 }
118 i++;
119 }
120 LOG(llevDebug, "Checking spells completed.\n");
121#endif
122}
123
124/* Dumps all the spells - now also dumps skill associated with the spell.
125 * not sure what this would be used for, as the data seems pretty
126 * minimal, but easy enough to keep around.
127 */
128void dump_spells(void)
129{
130 archetype *at;
131
132 for (at=first_archetype; at; at=at->next) {
133 if (at->clone.type == SPELL) {
134 fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
135 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>",
136 &at->clone.skill, at->clone.level);
137 }
138 }
139}
140
141/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
142 * 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
143 */ 83 */
144 84void
145void spell_effect (object *spob, int x, int y, mapstruct *map, 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
146 object *originator)
147{ 86{
148
149 if (spob->other_arch != NULL) { 87 if (spob->other_arch)
150 object *effect = arch_to_object(spob->other_arch); 88 map->insert (spob->other_arch->instance (), x, y, originator);
151
152 effect->x = x;
153 effect->y = y;
154
155 insert_ob_in_map(effect, map, originator,0);
156 }
157} 89}
158 90
159/* 91static int
160 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
161 * effective level the caster needs to be to cast the spell.
162 * basically, it just adjusts the spell->level with attuned/repelled
163 * spellpaths. Was called path_level_mod
164 *
165 * caster is person casting hte spell.
166 * spell is the spell object.
167 * Returns modified level.
168 */
169int min_casting_level(object *caster, object *spell)
170{ 93{
171 int new_level; 94 // compute the attuned/repelled bonus
172 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
173 if (caster->path_denied & spell->path_attuned) { 96 // repell has no such quarrels
174 /* This case is not a bug, just the fact that this function is 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
175 * usually called BEFORE checking for path_deny. -AV
176 */
177#if 0
178 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
179 "spell\n", caster->arch->name, caster->name);
180#endif
181 return 1;
182 }
183 new_level = spell->level
184 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
185 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
186 return (new_level < 1) ? 1 : new_level;
187} 99}
188
189 100
190/* This function returns the effective level the spell 101/* This function returns the effective level the spell
191 * is being cast at. 102 * is being cast at.
192 * Note that I changed the repelled/attuned bonus to 2 from 5.
193 * This is because the new code compares casting_level against
194 * min_caster_level, so the difference is effectively 4
195 */ 103 */
196 104int
197int caster_level(object *caster, object *spell) 105casting_level (object *caster, object *spell)
198{ 106{
199 int level = caster->level; 107 int level = caster->level;
200 108
201 /* If this is a player, try to find the matching skill */
202 if (caster->type == PLAYER && spell->skill) {
203 int i;
204
205 for (i=0; i < NUM_SKILLS; i++)
206 if (caster->contr->last_skill_ob[i] &&
207 caster->contr->last_skill_ob[i]->skill == spell->skill) {
208 level = caster->contr->last_skill_ob[i]->level;
209 break;
210 }
211 }
212
213 /* 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. */
214 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
215 { 111 {
216 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);
217 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
114
218 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
219 }
220 116 }
221 /* Got valid caster level. Now adjust for attunement */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
222 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 118 if (object *skill = caster->contr->find_skill (spell->skill))
223 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 119 level = skill->level;
224 120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
128
225 /* 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
226 * errors in various places. 130 * errors in various places.
227 */ 131 */
228 if (level < 1) level = 1; 132 return clamp (level, 1, settings.max_level);
229 return level;
230} 133}
231 134
232/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
233 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
234 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
238 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
239 * spell is the spell object. 142 * spell is the spell object.
240 * 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
241 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
242 */ 145 */
243 146sint16
244sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
245{ 148{
246 int sp, grace, level = caster_level(caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
247 150
248 if (settings.spellpoint_level_depend == TRUE) { 151 if (settings.spellpoint_level_depend == TRUE)
152 {
249 if (spell->stats.sp && spell->stats.maxsp) { 153 if (spell->stats.sp && spell->stats.maxsp)
250 sp= (int) (spell->stats.sp * 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
251 (1.0 + MAX(0, 155 else
252 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
253 }
254 else sp = spell->stats.sp; 156 sp = spell->stats.sp;
255 157
256 sp *= (int) PATH_SP_MULT(caster,spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
257 if (!sp && spell->stats.sp) sp=1; 159 if (!sp && spell->stats.sp)
160 sp = 1;
258 161
259 if (spell->stats.grace && spell->stats.maxgrace) { 162 if (spell->stats.grace && spell->stats.maxgrace)
260 grace= (int) (spell->stats.grace * 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
261 (1.0 + MAX(0, 164 else
262 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
263 }
264 else 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) grace=1; 168 if (spell->stats.grace && !grace)
268 } else { 169 grace = 1;
170 }
171 else
172 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) sp=1; 174 if (spell->stats.sp && !sp)
175 sp = 1;
176
271 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) grace=1; 178 if (spell->stats.grace && !grace)
179 grace = 1;
273 } 180 }
181
274 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
275 return MAX(sp, grace); 183 return max (sp, grace);
276 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
277 return grace; 185 return grace;
278 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
279 return sp; 187 return sp;
280 else { 188 else
189 {
281 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);
282 return 0; 191 return 0;
283 } 192 }
284} 193}
285 194
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}
286 205
287/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
288 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
289 */ 208 */
209int
290int SP_level_dam_adjust(object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
291{ 211{
292 int level = caster_level (caster, spob);
293 int adj = level - min_casting_level(caster, spob);
294
295 if(adj < 0) adj=0;
296 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
297 adj/=spob->dam_modifier;
298 else adj=0;
299 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
300} 216}
301 217
302/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
303 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
304 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
305 */ 221 */
222int
306int SP_level_duration_adjust(object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
307{ 224{
308 int level = caster_level (caster, spob);
309 int adj = level - min_casting_level(caster, spob);
310
311 if(adj < 0) adj=0;
312 if(spob->duration_modifier) 225 if (!spob->duration_modifier)
313 adj/=spob->duration_modifier;
314 else adj=0;
315
316 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
317} 229}
318 230
319/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
322 */ 234 */
235int
323int SP_level_range_adjust(object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
324{ 237{
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level(caster, spob);
327
328 if(adj < 0) adj=0;
329 if(spob->range_modifier) 238 if (!spob->range_modifier)
330 adj/=spob->range_modifier;
331 else adj=0;
332
333 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
334} 242}
335 243
336/* 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
337 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
338 * 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.
339 */ 247 */
248object *
340object *check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
341{ 250{
342 object *spop; 251 object *spop;
343 252
344 for (spop=op->inv; spop; spop=spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
345 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 254 if (spop->type == SPELL && spop->name == name)
255 return spop;
346 256
347 return NULL; 257 return 0;
348} 258}
349
350 259
351/* 260/*
352 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
353 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
354 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
355 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
356 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
357 * exact match, we also return NULL. 266 * exact match, we also return NULL.
358 */ 267 */
359 268object *
360object *lookup_spell_by_name(object *op,const char *spname) { 269lookup_spell_by_name (object *op, const char *spname)
361 object *spob1=NULL, *spob2=NULL, *spob; 270{
271 object *spob1 = 0, *spob2 = 0;
362 int nummatch=0; 272 int nummatch = 0;
363 273
364 if(spname==NULL) return NULL; 274 if (!spname)
275 return 0;
365 276
366 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
369 */ 280 */
370 for (spob = op->inv; spob; spob=spob->below) { 281 for (object *spob = op->inv; spob; spob = spob->below)
282 {
371 if (spob->type == SPELL) { 283 if (spob->type == SPELL)
284 {
285 // TODO: WTF?
372 if (!strncmp(spob->name, spname, strlen(spname))) { 286 if (!strncmp (spob->name, spname, strlen (spname)))
287 {
373 nummatch++; 288 nummatch++;
374 spob1 = spob; 289 spob1 = spob;
290 }
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 291 else if (!strncmp (spob->name, spname, strlen (spob->name)))
292 {
376 /* if spells have ambiguous names, it makes matching 293 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would 294 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
380 */ 297 */
381 if (spob2) 298 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
383 &spob2->name, &spob->name); 300
384 spob2 = spob; 301 spob2 = spob;
385 } 302 }
386 } 303 }
387 } 304 }
388 /* 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
389 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
390 */ 307 */
308 if (spob2)
391 if (spob2) return spob2; 309 return spob2;
310
392 if (spob1 && nummatch == 1) return spob1; 311 if (spob1 && nummatch == 1)
312 return spob1;
313
393 return NULL; 314 return NULL;
394} 315}
395 316
396/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that 319 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.) 320 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
402 */ 323 */
324int
403int reflwall(mapstruct *m,int x,int y, object *sp_op) { 325reflwall (maptile *m, int x, int y, object *sp_op)
404 object *op; 326{
405
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 327 if (OUT_OF_REAL_MAP (m, x, y))
407 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
408 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
409 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
410 return 1;
411
412 return 0; 328 return 0;
329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (op->flag [FLAG_REFL_SPELL]
332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1;
335
336 return 0;
413} 337}
414 338
415/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed 343 * returns the direction that the object was actually placed
420 * in. 344 * in.
421 */ 345 */
346int
422int cast_create_obj(object *op,object *caster,object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
423{ 348{
424 mapstruct *m; 349 maptile *m;
425 sint16 sx, sy; 350 sint16 sx, sy;
426 351
427 if(dir && 352 if (dir &&
428 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
429 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
355 {
430 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.");
431 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.");
432 dir = 0; 358 dir = 0;
433 } 359 }
434 new_op->x=op->x+freearr_x[dir]; 360
435 new_op->y=op->y+freearr_y[dir]; 361 new_op->set_flag (FLAG_IDENTIFIED);
436 if (dir == 0) 362 op->map->insert (new_op,
437 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
438 else 364 op,
439 insert_ob_in_map(new_op,op->map,op,0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
440 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;
441} 386}
442 387
443/* 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.
444 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
446 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
447 * 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
448 * 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.
449 * 394 */
450 */ 395int
451
452int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
453 object *tmp; 397{
454 int mflags; 398 if (!xy_normalise (m, x, y))
455 mapstruct *mp; 399 return 0;
456 400
457 mp = m; 401 mapspace &ms = m->at (x, y);
458 mflags = get_map_flags(m, &mp, x, y, &x, &y); 402 ms.update ();
459 403
460 if (mflags & P_OUT_OF_MAP) return 0; 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 return 0;
461 406
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 407 int max_effects = 5; // max. number of similar spells per mapspace
463 408
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
410 {
465 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
467 * 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
468 * 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
469 * 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
470 * 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
471 * 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
472 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
473 */ 419 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 421 && !tmp->flag [FLAG_MONSTER]
476 (tmp->type != WEAPON) && (tmp->type != BOW) && 422 && (tmp->type != PLAYER)
477 (tmp->type != ARROW) && (tmp->type != GOLEM) && 423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !tmp->flag [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
478 (immune_stop & AT_MAGIC)) return 0; 433 && (immune_stop & AT_MAGIC))
434 return 0;
479 435
436 if (tmp->type == op->type)
437 {
438 if (tmp->subtype == op->subtype
439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
440 {
480 /* This is to prevent 'out of control' spells. Basically, this 441 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately 442 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe. 443 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so 444 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head. 445 * we don't need to worry about the head.
485 */ 446 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 447 if (tmp->stats.maxhp == op->stats.maxhp)
487 (tmp->subtype == op->subtype))
488 return 0; 448 return 0;
489 449
490 /* 450 /*
491 * Combine similar spell effects into one spell effect. Needed for 451 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for 452 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons. 453 * playability reasons.
494 */ 454 */
495 if (tmp->arch == op->arch
496 && tmp->type == op->type
497 && tmp->subtype == op->subtype
498 && tmp->owner == op->owner
499 && ((tmp->subtype == SP_EXPLOSION)
500 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) 455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 ) { 456 if (mergable_owner (tmp, op))
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 457 {
503 tmp->range = MAX (tmp->range, op->range); 458 // if same owner, then combine, but reduce advantage of multiple spells
504 tmp->duration = MAX (tmp->duration, op->duration); 459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
505 return 0; 470 return 0;
506 } 471 }
507 472
508 /* 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
509 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
510 */ 475 */
511 } 476 }
477
512 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
513 return 1; 479 return 1;
514} 480}
515 481
516/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
517 * op: person firing the object. 483 * op: person firing the object.
518 * caster: object casting the spell. 484 * caster: object casting the spell.
521 * dir: direction to fire in. 487 * dir: direction to fire in.
522 * 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
523 * to fire. 489 * to fire.
524 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
525 */ 491 */
526 492int
527int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
528 int dir, object *spell)
529{ 494{
530 object *tmp;
531 int mflags;
532 mapstruct *m;
533
534 if(spell->other_arch==NULL) 495 if (!spell->other_arch)
535 return 0; 496 return 0;
536 497
537 m = op->map; 498 object *tmp = spell->other_arch->instance ();
538 mflags = get_map_flags(m, &m, x, y, &x, &y); 499
539 if (mflags & P_OUT_OF_MAP) { 500 if (!tmp)
540 return 0; 501 return 0;
541 }
542 502
543 tmp=arch_to_object(spell->other_arch);
544
545 if(tmp==NULL)
546 return 0;
547
548 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
549 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
550 free_object(tmp);
551 return 0;
552 }
553
554
555
556 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);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
558 /* 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 */
559 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
561 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir; 509 tmp->direction = dir;
565 if (get_owner (op) != NULL) 510 tmp->set_owner (op);
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
571 513
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
574 if(!tailor_god_spell(tmp,op)) return 0; 516 if (!tailor_god_spell (tmp, op))
575 } 517 return 0;
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 518
519 if (tmp->flag [FLAG_IS_TURNABLE])
577 SET_ANIMATION(tmp, dir); 520 SET_ANIMATION (tmp, dir);
578 521
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
580 return 1;
581
582 move_spell_effect(tmp); 523 move_spell_effect (tmp);
583 524
584 return 1; 525 return 1;
585} 526}
586
587
588 527
589/***************************************************************************** 528/*****************************************************************************
590 * 529 *
591 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
592 * 531 *
593 ****************************************************************************/ 532 ****************************************************************************/
594 533void
595void regenerate_rod(object *rod) { 534regenerate_rod (object *rod)
535{
596 if (rod->stats.hp < rod->stats.maxhp) { 536 if (rod->stats.hp < rod->stats.maxhp)
597 rod->stats.hp+= 1 + rod->stats.maxhp/10; 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
598
599 if (rod->stats.hp > rod->stats.maxhp)
600 rod->stats.hp = rod->stats.maxhp;
601 }
602} 538}
603 539
604 540void
605void drain_rod_charge(object *rod) { 541drain_rod_charge (object *rod)
542{
606 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);
607} 544}
608
609
610
611 545
612/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
613 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
614 * 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),
615 * 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
616 * NULL if no good object. 550 * NULL if no good object.
617 */ 551 */
618 552object *
619object *find_target_for_friendly_spell(object *op,int dir) { 553find_target_for_friendly_spell (object *op, int dir)
554{
620 object *tmp; 555 object *tmp;
621 mapstruct *m;
622 sint16 x, y;
623 int mflags;
624 556
625 /* 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,
626 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
627 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
628 */ 560 */
629 if(op->type!=PLAYER && op->type!=RUNE) { 561 if (op->type != PLAYER && op->type != RUNE)
630 tmp=get_owner(op); 562 {
563 tmp = op->owner;
631 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
632 * to the caster. 565 * to the caster.
633 */ 566 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
635 }
636 else {
637 m = op->map; 568 tmp = op;
569 }
570 else
571 {
572 maptile *m = op->map;
638 x = op->x+freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
639 y = op->y+freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
640
641 mflags = get_map_flags(m, &m, x, y, &x, &y);
642
643 if (mflags & P_OUT_OF_MAP)
644 tmp=NULL;
645 else {
646 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
647 if(tmp->type==PLAYER)
648 break;
649 } 575
576 tmp = xy_normalise (m, x, y)
577 ? m->at (x, y).player ()
578 : 0;
650 } 579 }
580
651 /* 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 */
652 if(tmp==NULL) 582 if (!tmp)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 583 tmp = op->ms ().player ();
654 {
655 if(tmp->type==PLAYER)
656 break;
657 }
658 584
659 return tmp; 585 return tmp;
660} 586}
661
662
663 587
664/* raytrace: 588/* raytrace:
665 * 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
666 * 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
667 * live objects. 591 * live objects.
670 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
671 * 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
672 * any, otherwise -1. 596 * any, otherwise -1.
673 * 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.
674 */ 598 */
675 599int
676int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 600spell_find_dir (maptile *m, int x, int y, object *exclude)
601{
677 int i,max=SIZEOFFREE; 602 int i, max = SIZEOFFREE;
678 sint16 nx,ny; 603 sint16 nx, ny;
679 int owner_type=0, mflags; 604 int owner_type = 0, mflags;
680 object *tmp; 605 object *tmp;
681 mapstruct *mp; 606 maptile *mp;
682 607
683 if (exclude && exclude->head) 608 if (exclude && exclude->head)
684 exclude = exclude->head; 609 exclude = exclude->head;
685 if (exclude && exclude->type) 610 if (exclude && exclude->type)
686 owner_type = exclude->type; 611 owner_type = exclude->type;
687 612
688 for(i=rndm(1, 8);i<max;i++) { 613 for (i = rndm (1, 8); i < max; i++)
614 {
689 nx = x + freearr_x[i]; 615 nx = x + freearr_x[i];
690 ny = y + freearr_y[i]; 616 ny = y + freearr_y[i];
691 mp = m; 617 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 618 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 619 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
620 continue;
694 621
695 tmp=get_map_ob(mp,nx,ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
696 623
697 while(tmp!=NULL && (((owner_type==PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
700 (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 tmp=tmp->above; 627 tmp = tmp->above;
702 628
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704 return freedir[i]; 630 return freedir[i];
705 } 631 }
706 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
707} 633}
708
709
710 634
711/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
714 */ 638 */
715 639static void
716void put_a_monster(object *op,const char *monstername) { 640put_a_monster (object *op, const char *monstername)
641{
717 object *tmp,*head=NULL,*prev=NULL; 642 object *tmp, *head = NULL, *prev = NULL;
718 archetype *at; 643 archetype *at;
719 int dir; 644 int dir;
720 645
721 /* Handle cases where we are passed a bogus mosntername */ 646 /* Handle cases where we are passed a bogus mosntername */
722 647
723 if((at=find_archetype(monstername))==NULL) return; 648 if ((at = archetype::find (monstername)) == NULL)
649 return;
724 650
725 /* find a free square nearby 651 /* find a free square nearby
726 * first we check the closest square for free squares 652 * first we check the closest square for free squares
727 */ 653 */
728 654
729 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);
730 if(dir!=-1) { 656 if (dir != -1)
657 {
731 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly 659 * insert multipart monsters properly
733 */ 660 */
661 //TODO: use expand_tail + ...
734 while (at!=NULL) { 662 while (at != NULL)
735 tmp=arch_to_object(at); 663 {
664 tmp = at->instance ();
736 tmp->x=op->x+freearr_x[dir]+at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
738 tmp->map = op->map; 667 tmp->map = op->map;
739 if (head) { 668 if (head)
669 {
740 tmp->head=head; 670 tmp->head = head;
741 prev->more=tmp; 671 prev->more = tmp;
742 } 672 }
673
743 if (!head) head=tmp; 674 if (!head)
675 head = tmp;
676
744 prev=tmp; 677 prev = tmp;
745 at=at->more; 678
679 at = (archetype *)at->more;
746 } 680 }
747 681
748 if (head->randomitems) 682 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
750 684
751 insert_ob_in_map(head,op->map,op,0); 685 insert_ob_in_map (head, op->map, op, 0);
752 686
753 /* thought it'd be cool to insert a burnout, too.*/ 687 /* thought it'd be cool to insert a burnout, too. */
754 tmp=get_archetype("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
755 tmp->map = op->map;
756 tmp->x=op->x+freearr_x[dir];
757 tmp->y=op->y+freearr_y[dir];
758 insert_ob_in_map(tmp,op->map,op,0);
759 } 689 }
760} 690}
761 691
762/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
763 * places them in nearby squares. 693 * places them in nearby squares.
770 * 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
771 * 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
772 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
774 */ 704 */
775 705int
776int summon_hostile_monsters(object *op,int n,const char *monstername){ 706summon_hostile_monsters (object *op, int n, const char *monstername)
707{
777 int i; 708 int i;
709
778 for(i=0;i<n;i++) 710 for (i = 0; i < n; i++)
779 put_a_monster(op,monstername); 711 put_a_monster (op, monstername);
780 712
781 return n; 713 return n;
782} 714}
783 715
784 716
785/* Some local definitions for shuffle-attack */ 717/* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle { 718struct attacktype_shuffle
719{
787 int attacktype; 720 int attacktype;
788 int face; 721 int face;
789 } ATTACKS[22] = { 722} ATTACKS[22] =
723{
790 {AT_PHYSICAL,0}, 724 { AT_PHYSICAL, 0},
791 {AT_PHYSICAL,0}, /*face = explosion*/ 725 { AT_PHYSICAL, 0}, /*face = explosion */
792 {AT_PHYSICAL,0}, 726 { AT_PHYSICAL, 0},
793 {AT_MAGIC,1}, 727 { AT_MAGIC, 1},
794 {AT_MAGIC,1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
795 {AT_MAGIC,1}, 729 { AT_MAGIC, 1},
796 {AT_FIRE,2}, 730 { AT_FIRE, 2},
797 {AT_FIRE,2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
798 {AT_FIRE,2}, 732 { AT_FIRE, 2},
799 {AT_ELECTRICITY,3}, 733 { AT_ELECTRICITY, 3},
800 {AT_ELECTRICITY,3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
801 {AT_ELECTRICITY,3}, 735 { AT_ELECTRICITY, 3},
802 {AT_COLD,4},
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4}, 736 { AT_COLD, 4},
737 { AT_COLD, 4}, /* face=icestorm */
738 { AT_COLD, 4},
805 {AT_CONFUSION,5}, 739 { AT_CONFUSION, 5},
806 {AT_POISON,7}, 740 { AT_POISON, 7},
807 {AT_POISON,7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
808 {AT_POISON,7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
809 {AT_SLOW,8}, 743 { AT_SLOW, 8},
810 {AT_PARALYZE,9}, 744 { AT_PARALYZE, 9},
811 {AT_FEAR,10} }; 745 { AT_FEAR, 10},
812 746};
813
814 747
815/* shuffle_attack: peterm 748/* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
817 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
818 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
826 * would be nice. 759 * would be nice.
827 * I also fixed a bug here in that attacktype was |= - 760 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all 761 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 762 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */ 763 */
764void
831void shuffle_attack(object *op,int change_face) 765shuffle_attack (object *op, int change_face)
832{ 766{
833 int i; 767 int i;
768
834 i=rndm(0, 21); 769 i = rndm (0, 21);
835 770
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 771 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
837 772
838 if(change_face) { 773 if (change_face)
774 {
839 SET_ANIMATION(op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
840 } 776 }
841} 777}
842
843 778
844/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
845 * at casting a prayer. 780 * at casting a prayer.
846 * op is the player. 781 * op is the player.
847 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
848 * 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.
849 */ 784 */
850 785
786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
851void prayer_failure(object *op, int failure,int power) 789prayer_failure (object *op, int failure, int power)
852{ 790{
853 const char *godname; 791 const char *godname;
854 object *tmp; 792 object *tmp;
855 793
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 794 if (!strcmp ((godname = determine_god (op)), "none"))
795 godname = "Your spirit";
857 796
858 if(failure<= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
859 { 798 {
860 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 799 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
861 tmp = get_archetype(SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
862 cast_cone(op,op,0,tmp); 801 cast_cone (op, op, 0, tmp);
863 free_object(tmp); 802 tmp->destroy ();
864 } 803 }
865 804
866 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
867 { 806 {
868 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
869 confuse_player(op,op,99); 808 confuse_player (op, op, 99);
870 } 809 }
871 else if (failure <= -60 && failure> -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
872 { 811 {
873 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 812 op->failmsgf ("%s requires you to pray NOW. "
874 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
875 paralyze_player(op,op,99); 815 paralyze_player (op, op, 99);
876 } 816 }
877 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
878 { 818 {
879 tmp = get_archetype(GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
880 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
881 cast_magic_storm(op,tmp, power); 821 cast_magic_storm (op, tmp, power);
882 } 822 }
883} 823}
884 824
885/* 825/*
886 * spell_failure() handles the various effects for differing degrees 826 * spell_failure() handles the various effects for differing degrees
889 * failure is a random value of how badly you failed. 829 * failure is a random value of how badly you failed.
890 * power is how many spellpoints you'd normally need for the spell. 830 * power is how many spellpoints you'd normally need for the spell.
891 * skill is the skill you'd need to cast the spell. 831 * skill is the skill you'd need to cast the spell.
892 */ 832 */
893 833
834void
894void spell_failure(object *op, int failure,int power, object *skill) 835spell_failure (object *op, int failure, int power, object *skill)
895{ 836{
896 object *tmp; 837 object *tmp;
897 838
898 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
899 return; 840 return;
900 841
901 if (failure<=-20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
902 { 843 {
903 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
904 tmp = get_archetype(SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
905 cast_cone(op,op,0,tmp); 846 cast_cone (op, op, 0, tmp);
906 free_object(tmp); 847 tmp->destroy ();
907 } 848 }
908 849
909 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
910 { 851 {
911 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 852 op->failmsg ("Your magic recoils on you, making you confused!");
912 confuse_player(op,op,99); 853 confuse_player (op, op, 99);
913 } 854 }
914 else if (failure <= -60 && failure> -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
915 { 856 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
917 paralyze_player(op,op,99); 858 paralyze_player (op, op, 99);
918 } 859 }
919 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
920 { 861 {
921 object *tmp; 862 object *tmp;
863
922 /* Safety check to make sure we don't get any mana storms in scorn */ 864 /* Safety check to make sure we don't get any mana storms in scorn */
923 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
924 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 866 {
867 op->failmsg ("The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
926 869
927 } else {
928 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
929 tmp=get_archetype(LOOSE_MANA);
930 tmp->level=skill->level;
931 tmp->x=op->x;
932 tmp->y=op->y;
933
934 /* increase the area of destruction a little for more powerful spells */
935 tmp->range+=isqrt(power);
936
937 if (power>25) tmp->stats.dam = 25 + isqrt(power);
938 else tmp->stats.dam=power; /* nasty recoils! */
939
940 tmp->stats.maxhp=tmp->count;
941 insert_ob_in_map(tmp,op->map,NULL,0);
942 } 870 }
943 } 871 else
944}
945
946int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
947 {
948 int success;
949 player *pl;
950 object *spell;
951
952 if ( !spell_ob->other_arch )
953 { 872 {
954 LOG( llevError, "cast_party_spell: empty other arch\n" ); 873 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
955 return 0; 874 tmp = archetype::get (LOOSE_MANA);
875 tmp->level = skill->level;
876
877 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power);
879
880 if (power > 25)
881 tmp->stats.dam = 25 + isqrt (power);
882 else
883 tmp->stats.dam = power; /* nasty recoils! */
884
885 tmp->stats.maxhp = tmp->count;
886
887 tmp->insert_at (op);
956 } 888 }
957 spell = arch_to_object( spell_ob->other_arch ); 889 }
890}
958 891
892static int
893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
894{
895 if (!spell_ob->other_arch)
896 {
897 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0;
899 }
900
901 object *spell = spell_ob->other_arch->instance ();
902
959 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
960 success = cast_spell( op, caster, dir, spell, stringarg ); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
961 905
962 if ( caster->contr->party == NULL ) 906 if (!op->contr || !op->contr->party)
963 { 907 {
964 remove_ob( spell ); 908 spell->remove ();
965 return success; 909 return success;
966 } 910 }
967 for( pl=first_player; pl!=NULL; pl=pl->next ) 911
968 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 912 for_all_players (pl)
969 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
971 } 917
972 remove_ob( spell ); 918 spell->remove ();
973 return success; 919 return success;
974 } 920}
975 921
976/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
977 * 923 *
978 * op is the creature that is owner of the object that is casting the spell - 924 * op is the creature that is owner of the object that is casting the spell -
979 * eg, the player or monster. 925 * eg, the player or monster.
981 * same as op. 927 * same as op.
982 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
983 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
984 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
985 * we can determine what to do. 931 * we can determine what to do.
986 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
987 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
988 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
989 * etc. 935 * etc.
990 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
991 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
998 * 944 *
999 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1000 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1002 */ 948 */
1003 949int
1004int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1005 951{
1006 const char *godname; 952 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype; 953 int success = 0;
1008 object *skill=NULL;
1009 954
1010 old_shoottype = op->contr ? op->contr->shoottype : 0; 955 // make sure spells always take a while, so a) we don't flood the
956 // user with messages and b) too many failures can be harmful (smiting).
957 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1011 958
1012 if (!spell_ob) { 959 if (!spell_ob)
960 {
1013 LOG(llevError,"cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
1014 return 0; 962 return 0;
1015 } 963 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1017 964
965 if (!strcmp ((godname = determine_god (op)), "none"))
966 godname = "A random spirit";
967
1018 /* the caller should set caster to op if appropriate */ 968 /* the caller should set caster to op if appropriate */
1019 if (!caster) { 969 if (!caster)
970 {
1020 LOG(llevError,"cast_spell: null caster object passed\n"); 971 LOG (llevError, "cast_spell: null caster object passed\n");
1021 return 0; 972 return 0;
1022 } 973 }
1023 974
1024 /* if caster is a spell casting object, this normally shouldn't be 975 /* if caster is a spell casting object, this normally shouldn't be
1025 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
1026 */ 977 */
1027 if (caster->path_denied & spell_ob->path_attuned) { 978 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1028 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 979 {
980 op->failmsg ("That spell path is denied to you.");
1029 return 0; 981 return 0;
1030 } 982 }
1031 983
984 object *skill = 0;
985
1032 /* if it is a player casting the spell, and they are really casting it 986 /* if it is a player casting the spell, and they are really casting it
1033 * (vs it coming from a wand, scroll, or whatever else), do some 987 * (vs it coming from a wand, scroll, or whatever else), do some
1034 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
1035 * don't need the skill, bypass level checks, etc. The monster function 989 * don't need the SKILL, BYpass level checks, etc. The monster function
1036 * should take care of that. 990 * should take care of that.
1037 * Remove the wiz check here and move it further down - some spells 991 * Remove the wiz check here and move it further down - some spells
1038 * need to have the right skill pointer passed, so we need to 992 * need to have the right skill pointer passed, so we need to
1039 * at least process that code. 993 * at least process that code.
1040 */ 994 */
1041 if (op->type == PLAYER && op == caster) { 995 if (op->type == PLAYER && op == caster)
1042 cast_level = caster_level(caster, spell_ob); 996 {
1043 if (spell_ob->skill) { 997 if (spell_ob->skill)
998 {
1044 skill = find_skill_by_name(op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
1000
1045 if (!skill) { 1001 if (!skill)
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1002 {
1003 op->failmsgf ("You need the %s skill to cast %s! "
1004 "H<You either need to learn the skill via a skill scroll "
1005 "or you need to wear a talisman, holy symbol or another skill tool.>",
1047 &spell_ob->skill, &spell_ob->name); 1006 &spell_ob->skill, &spell_ob->name);
1048 return 0; 1007 return 0;
1049 } 1008 }
1050 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1009
1051 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1010 const char *msg = "";
1011
1012 int caster_level = skill->level;
1013
1014 if (op->path_attuned & spell_ob->path_attuned)
1015 {
1016 caster_level += min (caster_level, ATTUNE_REPELL);
1017 msg = " (attuned)";
1018 }
1019
1020 if (op->path_repelled & spell_ob->path_attuned)
1021 {
1022 caster_level -= ATTUNE_REPELL; // negative is ok
1023 msg = " (repelled)";
1024 }
1025
1026 if (spell_ob->level > caster_level)
1027 {
1028 op->failmsgf ("You lack enough skill to cast that spell! "
1029 "H<Your effective cast level is %d%s, but level %d is required.>",
1030 caster_level, msg, spell_ob->level);
1031 if (!op->is_wiz ())
1052 return 0; 1032 return 0;
1053 } 1033 }
1054 } 1034 }
1035
1055 /* If the caster is the wiz, they don't ever fail, and don't have 1036 /* If the caster is the wiz, they don't ever fail, and don't have
1056 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1057 */ 1038 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1039 if (!op->flag [FLAG_WIZCAST])
1040 {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1060 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1042 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1061 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1043 {
1044 op->failmsg ("You don't have enough mana!");
1062 return 0; 1045 return 0;
1063 } 1046 }
1047
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1048 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1065 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { 1049 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1050 {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1051 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1067 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { 1052 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1068 new_draw_info_format(NDI_UNIQUE, 0,op,
1069 "%s grants your prayer, though you are unworthy.",godname); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1054 else
1070 } 1055 {
1071 else {
1072 prayer_failure(op,op->stats.grace,
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1056 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1074 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1075 return 0; 1058 return 0;
1076 } 1059 }
1077 } 1060 }
1078 1061
1079 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1080 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1063 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1081 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1064 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1082 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1083 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1084 if (settings.casting_time == TRUE) {
1085 op->casting_time = -1;
1086 } 1065 {
1066 op->contr->play_sound (sound_find ("fumble_spell"));
1067 op->failmsg ("You fumble the prayer.");
1068
1087 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1069 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1088 return 0; 1070 return 0;
1071 }
1089 } else if (spell_ob->stats.sp) { 1072 else if (spell_ob->stats.sp)
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1073 {
1091 op->contr->encumbrance +op->level - spell_ob->level +35; 1074 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1092 1075
1093 if( failure < 0) { 1076 if (failure < 0)
1077 {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1078 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1095 if (settings.spell_failure_effects == TRUE) 1079 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1080 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1098 skill); 1081
1099 op->contr->shoottype = (rangetype) old_shoottype;
1100 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1082 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1101 return 0; 1083 return 0;
1102 } 1084 }
1103 } 1085 }
1104 } 1086 }
1105 } 1087 }
1106
1107 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1108 1088
1089 int mflags = op->ms ().flags ();
1090
1109 /* See if we can cast a spell here. If the caster and op are 1091 /* See if we can cast a spell here. If the caster and op are
1110 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1112 * doing. 1094 * doing.
1113 */ 1095 */
1114 1096
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1097 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 { 1098 {
1117 new_draw_info(NDI_UNIQUE, 0,op, 1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1118 "This ground is sacred! The gods prevent any magical effects done by you here!."); 1100 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1101 return 0;
1102 }
1103
1104 if ((spell_ob->type == SPELL)
1105 && (caster->type != POTION)
1106 && !op->flag [FLAG_WIZCAST]
1107 && (caster->flag [FLAG_ALIVE]
1108 || op->flag [FLAG_ALIVE])
1109 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1110 {
1111 if (op->type != PLAYER)
1119 return 0; 1112 return 0;
1120 }
1121 1113
1122 if ((spell_ob->type == SPELL)
1123 && (caster->type != POTION)
1124 && !QUERY_FLAG(op, FLAG_WIZCAST)
1125 && (QUERY_FLAG(caster, FLAG_ALIVE)
1126 || QUERY_FLAG(op, FLAG_ALIVE))
1127 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1128 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1129 {
1130 if (op->type!=PLAYER)
1131 return 0;
1132
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1116 else if (object *item = op->contr->ranged_ob)
1117 {
1118 if (item->type == SPELL)
1119 op->failmsg ("Something blocks your spellcasting.");
1120 else if (item->type == SCROLL)
1121 op->failmsg ("Something blocks the magic of your scroll.");
1122 else
1123 op->failmsg ("Something blocks the magic of your item.");
1124 }
1125 else
1126 op->failmsg ("Something blocks the spell!");
1127
1128 return 0;
1129 }
1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1134 /* Take into account how long it takes to cast the spell.
1135 * if the player is casting it, then we use the time in
1136 * the spell object. If it is a spell object, have it
1137 * take two ticks. Things that cast spells on the players
1138 * behalf (eg, altars, and whatever else) shouldn't cost
1139 * the player any time.
1140 * Ignore casting time for firewalls
1141 */
1142 if (caster == op && caster->type != FIREWALL)
1143 {
1144 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1145 /* Other portions of the code may also decrement the speed of the player, so
1146 * put a lower limit so that the player isn't stuck here too long
1147 */
1148 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1149 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1150 }
1151 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1152 op->speed_left -= 2 * op->speed;
1153
1154 if (op->type == PLAYER && op == caster)
1155 {
1156 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1157 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1158 }
1159
1160 /* We want to try to find the skill to properly credit exp.
1161 * for spell casting objects, the exp goes to the skill the casting
1162 * object requires.
1163 */
1164 if (op != caster && !skill && caster->skill)
1165 {
1166 skill = find_skill_by_name (op, caster->skill);
1167
1168 if (!skill)
1169 {
1170 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1171 return 0;
1172 }
1173 }
1174
1175 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1176 return RESULT_INT (0);
1177
1178 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1179 // at least temporarily, which might not be true due to slot restrictions, but hey
1180 // invoke requires it basically.
1181
1182 object *chosen_skill = op->chosen_skill;
1183 op->chosen_skill = skill;
1184
1185 switch (spell_ob->subtype)
1186 {
1187 /* The order of case statements is same as the order they show up
1188 * in spells.h.
1189 */
1190 case SP_RAISE_DEAD:
1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1192 break;
1193
1194 case SP_RUNE:
1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1196 break;
1197
1198 case SP_MAKE_MARK:
1199 success = write_mark (op, spell_ob, spellparam);
1200 break;
1201
1202 case SP_BOLT:
1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1204 break;
1205
1206 case SP_BULLET:
1207 success = fire_bullet (op, caster, dir, spell_ob);
1208 break;
1209
1210 case SP_CONE:
1211 success = cast_cone (op, caster, dir, spell_ob);
1212 break;
1213
1214 case SP_BOMB:
1215 success = create_bomb (op, caster, dir, spell_ob);
1216 break;
1217
1218 case SP_WONDER:
1219 success = cast_wonder (op, caster, dir, spell_ob);
1220 break;
1221
1222 case SP_SMITE:
1223 success = cast_smite_spell (op, caster, dir, spell_ob);
1224 break;
1225
1226 case SP_MAGIC_MISSILE:
1227 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1228 break;
1229
1230 case SP_SUMMON_GOLEM:
1231 success = summon_golem (op, caster, dir, spell_ob);
1232 break;
1233
1234 case SP_DIMENSION_DOOR:
1235 /* dimension door needs the actual caster, because that is what is
1236 * moved.
1237 */
1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1239 break;
1240
1241 case SP_MAGIC_MAPPING:
1242 if (op->type == PLAYER)
1243 {
1244 spell_effect (spell_ob, op->x, op->y, op->map, op);
1245 draw_magic_map (op);
1246 success = 1;
1247 }
1135 else 1248 else
1136 switch(op->contr->shoottype) 1249 success = 0;
1137 {
1138 case range_magic:
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1140 break; 1250 break;
1141 case range_misc: 1251
1142 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1252 case SP_MAGIC_WALL:
1253 success = magic_wall (op, caster, dir, spell_ob);
1143 break; 1254 break;
1144 case range_golem: 1255
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1256 case SP_DESTRUCTION:
1257 success = cast_destruction (op, caster, spell_ob);
1146 break; 1258 break;
1147 default: 1259
1260 case SP_PERCEIVE_SELF:
1261 success = perceive_self (op);
1148 break; 1262 break;
1149 }
1150 return 0;
1151 }
1152 1263
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1264 case SP_WORD_OF_RECALL:
1154 if (op->casting_time==-1) { /* begin the casting */ 1265 success = cast_word_of_recall (op, caster, spell_ob);
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1266 break;
1156 op->spell = spell_ob; 1267
1157 /* put the stringarg into the object struct so that when the 1268 case SP_INVISIBLE:
1158 * spell is actually cast, it knows about the stringarg. 1269 success = cast_invisible (op, caster, spell_ob);
1159 * necessary for the invoke command spells. 1270 break;
1160 */ 1271
1161 if(stringarg) { 1272 case SP_PROBE:
1162 op->spellarg = strdup_local(stringarg); 1273 success = probe (op, caster, spell_ob, dir);
1163 } 1274 break;
1164 else op->spellarg=NULL; 1275
1165 return 0; 1276 case SP_HEALING:
1166 } 1277 success = cast_heal (op, caster, spell_ob, dir);
1167 else if (op->casting_time != 0) { 1278 break;
1168 if (op->type == PLAYER ) 1279
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1280 case SP_CREATE_FOOD:
1170 return 0; 1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1171 } else { /* casting_time == 0 */ 1282 break;
1172 op->casting_time = -1; 1283
1173 spell_ob = op->spell; 1284 case SP_EARTH_TO_DUST:
1174 stringarg = op->spellarg; 1285 success = cast_earth_to_dust (op, caster, spell_ob);
1175 } 1286 break;
1176 } else { 1287
1177 /* Take into account how long it takes to cast the spell. 1288 case SP_CHANGE_ABILITY:
1178 * if the player is casting it, then we use the time in 1289 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1179 * the spell object. If it is a spell object, have it 1290 break;
1180 * take two ticks. Things that cast spells on the players 1291
1181 * behalf (eg, altars, and whatever else) shouldn't cost 1292 case SP_BLESS:
1182 * the player any time. 1293 success = cast_bless (op, caster, spell_ob, dir);
1183 * Ignore casting time for firewalls 1294 break;
1295
1296 case SP_CURSE:
1297 success = cast_curse (op, caster, spell_ob, dir);
1298 break;
1299
1300 case SP_SUMMON_MONSTER:
1301 success = summon_object (op, caster, spell_ob, dir, spellparam);
1302 break;
1303
1304 case SP_CHARGING:
1305 success = recharge (op, caster, spell_ob);
1306 break;
1307
1308 case SP_POLYMORPH:
1309#ifdef NO_POLYMORPH
1310 /* Not great, but at least provide feedback so if players do have
1311 * polymorph (ie, find it as a preset item or left over from before
1312 * it was disabled), they get some feedback.
1184 */ 1313 */
1185 if (caster == op && caster->type != FIREWALL) { 1314 op->failmsg ("The spell fizzles!");
1186 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1315 success = 0;
1187 /* Other portions of the code may also decrement the speed of the player, so 1316#else
1188 * put a lower limit so that the player isn't stuck here too long 1317 success = cast_polymorph (op, caster, spell_ob, dir);
1189 */ 1318#endif
1190 if ((spell_ob->casting_time > 0) &&
1191 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1192 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1193 } else if (caster->type == WAND || caster->type == HORN ||
1194 caster->type == ROD || caster->type == POTION ||
1195 caster->type == SCROLL) {
1196 op->speed_left -= 2 * FABS(op->speed);
1197 }
1198 }
1199
1200 if (op->type == PLAYER && op == caster) {
1201 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1202 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1203 }
1204
1205 /* We want to try to find the skill to properly credit exp.
1206 * for spell casting objects, the exp goes to the skill the casting
1207 * object requires.
1208 */
1209 if (op != caster && !skill && caster->skill) {
1210 skill = find_skill_by_name(op, caster->skill);
1211 if (!skill) {
1212 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1213 &caster->skill, query_name(caster));
1214 return 0;
1215 }
1216 change_skill(op, skill, 0); /* needed for proper exp credit */
1217 }
1218
1219 switch(spell_ob->subtype) {
1220 /* The order of case statements is same as the order they show up
1221 * in in spells.h.
1222 */
1223 case SP_RAISE_DEAD:
1224 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1225 break; 1319 break;
1226 1320
1227 case SP_RUNE: 1321 case SP_ALCHEMY:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg); 1322 success = alchemy (op, caster, spell_ob);
1229 break; 1323 break;
1230 1324
1231 case SP_MAKE_MARK: 1325 case SP_REMOVE_CURSE:
1232 success = write_mark(op, spell_ob, stringarg); 1326 success = remove_curse (op, caster, spell_ob);
1233 break; 1327 break;
1234 1328
1235 case SP_BOLT: 1329 case SP_IDENTIFY:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill); 1330 success = cast_identify (op, caster, spell_ob);
1237 break; 1331 break;
1238 1332
1239 case SP_BULLET:
1240 success = fire_bullet(op, caster, dir, spell_ob);
1241 break;
1242
1243 case SP_CONE:
1244 success = cast_cone(op, caster, dir, spell_ob);
1245 break;
1246
1247 case SP_BOMB:
1248 success = create_bomb(op,caster,dir, spell_ob);
1249 break;
1250
1251 case SP_WONDER:
1252 success = cast_wonder(op,caster, dir,spell_ob);
1253 break;
1254
1255 case SP_SMITE:
1256 success = cast_smite_spell(op,caster, dir,spell_ob);
1257 break;
1258
1259 case SP_MAGIC_MISSILE:
1260 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1261 op->y + freearr_y[dir], dir, spell_ob);
1262 break;
1263
1264 case SP_SUMMON_GOLEM:
1265 success = summon_golem(op, caster, dir, spell_ob);
1266 old_shoottype = range_golem;
1267 break;
1268
1269 case SP_DIMENSION_DOOR:
1270 /* dimension door needs the actual caster, because that is what is
1271 * moved.
1272 */
1273 success = dimension_door(op,caster, spell_ob, dir);
1274 break;
1275
1276 case SP_MAGIC_MAPPING:
1277 if(op->type==PLAYER) {
1278 spell_effect(spell_ob, op->x, op->y, op->map, op);
1279 draw_magic_map(op);
1280 success=1;
1281 }
1282 else success=0;
1283 break;
1284
1285 case SP_MAGIC_WALL:
1286 success = magic_wall(op,caster,dir,spell_ob);
1287 break;
1288
1289 case SP_DESTRUCTION: 1333 case SP_DETECTION:
1290 success = cast_destruction(op,caster,spell_ob); 1334 success = cast_detection (op, caster, spell_ob, skill);
1291 break; 1335 break;
1292 1336
1293 case SP_PERCEIVE_SELF: 1337 case SP_MOOD_CHANGE:
1294 success = perceive_self(op); 1338 success = mood_change (op, caster, spell_ob);
1295 break; 1339 break;
1296 1340
1297 case SP_WORD_OF_RECALL: 1341 case SP_MOVING_BALL:
1298 success = cast_word_of_recall(op,caster,spell_ob); 1342 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299 break;
1300
1301 case SP_INVISIBLE:
1302 success = cast_invisible(op,caster,spell_ob);
1303 break;
1304
1305 case SP_PROBE:
1306 success = probe(op,caster, spell_ob, dir);
1307 break;
1308
1309 case SP_HEALING:
1310 success = cast_heal(op,caster, spell_ob, dir);
1311 break;
1312
1313 case SP_CREATE_FOOD:
1314 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1315 break;
1316
1317 case SP_EARTH_TO_DUST:
1318 success = cast_earth_to_dust(op,caster,spell_ob);
1319 break;
1320
1321 case SP_CHANGE_ABILITY:
1322 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1323 break;
1324
1325 case SP_BLESS:
1326 success = cast_bless(op,caster,spell_ob, dir);
1327 break;
1328
1329 case SP_CURSE:
1330 success = cast_curse(op,caster,spell_ob, dir);
1331 break;
1332
1333 case SP_SUMMON_MONSTER:
1334 success = summon_object(op,caster,spell_ob, dir,stringarg);
1335 break;
1336
1337 case SP_CHARGING:
1338 success = recharge(op, caster, spell_ob);
1339 break;
1340
1341 case SP_POLYMORPH:
1342#ifdef NO_POLYMORPH
1343 /* Not great, but at least provide feedback so if players do have
1344 * polymorph (ie, find it as a preset item or left over from before
1345 * it was disabled), they get some feedback.
1346 */ 1343 {
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1344 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1348 success = 0; 1345 success = 0;
1349#else 1346 }
1350 success = cast_polymorph(op,caster,spell_ob, dir); 1347 else
1351#endif 1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1352 break; 1349 break;
1353 1350
1354 case SP_ALCHEMY:
1355 success = alchemy(op, caster, spell_ob);
1356 break;
1357
1358 case SP_REMOVE_CURSE:
1359 success = remove_curse(op, caster, spell_ob);
1360 break;
1361
1362 case SP_IDENTIFY:
1363 success = cast_identify(op, caster, spell_ob);
1364 break;
1365
1366 case SP_DETECTION:
1367 success = cast_detection(op, caster, spell_ob, skill);
1368 break;
1369
1370 case SP_MOOD_CHANGE:
1371 success = mood_change(op, caster, spell_ob);
1372 break;
1373
1374 case SP_MOVING_BALL:
1375 if (spell_ob->path_repelled &&
1376 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1377 new_draw_info_format(NDI_UNIQUE, 0, op,
1378 "You lack the proper attunement to cast %s", &spell_ob->name);
1379 success = 0;
1380 } else
1381 success = fire_arch_from_position(op,caster,
1382 op->x + freearr_x[dir], op->y + freearr_y[dir],
1383 dir, spell_ob);
1384 break;
1385
1386 case SP_SWARM: 1351 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir); 1352 success = fire_swarm (op, caster, spell_ob, dir);
1388 break; 1353 break;
1389 1354
1390 case SP_CHANGE_MANA: 1355 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir); 1356 success = cast_transfer (op, caster, spell_ob, dir);
1392 break; 1357 break;
1393 1358
1394 case SP_DISPEL_RUNE: 1359 case SP_DISPEL_RUNE:
1395 /* in rune.c */ 1360 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1397 break; 1362 break;
1398 1363
1399 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1401 break; 1366 break;
1402 1367
1403 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1405 break; 1370 break;
1406 1371
1407 case SP_ANIMATE_WEAPON: 1372 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir); 1373 success = animate_weapon (op, caster, spell_ob, dir);
1409 old_shoottype = range_golem;
1410 break; 1374 break;
1411 1375
1412 case SP_LIGHT: 1376 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir); 1377 success = cast_light (op, caster, spell_ob, dir);
1414 break; 1378 break;
1415 1379
1416 case SP_CHANGE_MAP_LIGHT: 1380 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob); 1381 success = cast_change_map_lightlevel (op, caster, spell_ob);
1418 break; 1382 break;
1419 1383
1420 case SP_FAERY_FIRE: 1384 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob); 1385 success = cast_destruction (op, caster, spell_ob);
1422 break; 1386 break;
1423 1387
1424 case SP_CAUSE_DISEASE: 1388 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir); 1389 success = cast_cause_disease (op, caster, spell_ob, dir);
1426 break; 1390 break;
1427 1391
1428 case SP_AURA: 1392 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1430 break; 1394 break;
1431 1395
1432 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir);
1434 break;
1435
1436 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1438 break; 1398 break;
1439 1399
1440 default: 1400 default:
1441 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1442 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1401 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1402 }
1403
1404 // restore chosen_skill
1405 op->chosen_skill = chosen_skill;
1406
1407 op->play_sound (
1408 success
1409 ? spell_ob->sound
1443 spell_ob->subtype); 1410 ? spell_ob->sound
1411 : sound_find ("spell_success")
1412 : sound_find ("fumble_spell")
1413 );
1444 1414
1445
1446 }
1447
1448 /* FIXME - we need some better sound suppport */
1449 // yes, for example, augment map info with the spell effect
1450 // so clients can calculate the sounds themselves
1451 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1452
1453 /* free the spell arg */
1454 if(settings.casting_time == TRUE && stringarg) {
1455 free(stringarg);
1456 stringarg=NULL;
1457 }
1458 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1459 * to something like use_magic_item, but you really want to be able to fire
1460 * it again.
1461 */
1462 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1463
1464 return success; 1415 return success;
1465} 1416}
1466 1417
1467
1468/* This is called from time.c/process_object(). That function 1418/* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function 1419 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines. 1420 * then dispatches them to the appropriate specific routines.
1471 */ 1421 */
1422void
1472void move_spell_effect(object *op) { 1423move_spell_effect (object *op)
1473 1424{
1474 switch (op->subtype) { 1425 switch (op->subtype)
1426 {
1475 case SP_BOLT: 1427 case SP_BOLT:
1476 move_bolt(op); 1428 move_bolt (op);
1477 break; 1429 break;
1478 1430
1479 case SP_BULLET: 1431 case SP_BULLET:
1480 move_bullet(op); 1432 move_bullet (op);
1481 break; 1433 break;
1482 1434
1483 case SP_EXPLOSION: 1435 case SP_EXPLOSION:
1484 explosion(op); 1436 explosion (op);
1485 break; 1437 break;
1486 1438
1487 case SP_CONE: 1439 case SP_CONE:
1488 move_cone(op); 1440 move_cone (op);
1489 break; 1441 break;
1490 1442
1491 case SP_BOMB: 1443 case SP_BOMB:
1492 animate_bomb(op); 1444 animate_bomb (op);
1493 break; 1445 break;
1494 1446
1495 case SP_MAGIC_MISSILE: 1447 case SP_MAGIC_MISSILE:
1496 move_missile(op); 1448 move_missile (op);
1497 break; 1449 break;
1498 1450
1499 case SP_WORD_OF_RECALL: 1451 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op); 1452 execute_word_of_recall (op);
1501 break; 1453 break;
1502 1454
1503 case SP_MOVING_BALL: 1455 case SP_MOVING_BALL:
1504 move_ball_spell(op); 1456 move_ball_spell (op);
1505 break; 1457 break;
1506 1458
1507 case SP_SWARM: 1459 case SP_SWARM:
1508 move_swarm_spell(op); 1460 move_swarm_spell (op);
1509 break; 1461 break;
1510 1462
1511 case SP_AURA: 1463 case SP_AURA:
1512 move_aura(op); 1464 move_aura (op);
1513 break; 1465 break;
1514
1515 } 1466 }
1516} 1467}
1517 1468
1518/* this checks to see if something special should happen if
1519 * something runs into the object.
1520 */
1521void check_spell_effect(object *op) {
1522
1523 switch (op->subtype) {
1524 case SP_BOLT:
1525 move_bolt(op);
1526 return;
1527
1528 case SP_BULLET:
1529 check_bullet(op);
1530 return;
1531 }
1532
1533}
1534
1535/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1536 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1537 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1538 * objects of the appropraite type. 1472 * objects of the appropriate type.
1539 */ 1473 */
1474void
1540void apply_spell_effect(object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1541{ 1476{
1542 switch (spell->subtype) { 1477 switch (spell->subtype)
1478 {
1543 case SP_CONE: 1479 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break; 1482 break;
1547 1483
1548 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1485 if (victim->flag [FLAG_ALIVE])
1550 tag_t spell_tag = spell->count; 1486 {
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) { 1488 spell->destroy ();
1553 remove_ob (spell);
1554 free_object (spell);
1555 }
1556 } 1489 }
1557 break; 1490 break;
1558 1491
1559 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1563 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1564 break; 1498 break;
1565 } 1499 }
1566} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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