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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.11 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 UTC

1
2/* 1/*
3 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_util.C,v 1.11 2006/09/10 15:59:58 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
13 7 *
14 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
15 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
16 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
17 (at your option) any later version. 11 * option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 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
25 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
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
27 21 *
28 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>
29*/ 23 */
30
31 24
32#include <global.h> 25#include <global.h>
33#include <spells.h> 26#include <spells.h>
34#include <object.h> 27#include <object.h>
35#include <errno.h> 28#include <errno.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 29#include <sproto.h>
38#endif
39#include <sounds.h> 30#include <sounds.h>
40 31
41extern char *spell_mapping[]; 32extern char *spell_mapping[];
42 33
43/* 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
44 * 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
45 * matching spells are used. 36 * matching spells are used.
46 */ 37 */
47object * 38object *
48find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
49{ 40{
50 int k = 0, s; 41 int k = 0, s;
51 object *tmp;
52 42
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 k++; 45 k++;
56 46
57 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
58 if (!k) 48 if (!k)
59 return NULL; 49 return NULL;
60 50
61 s = RANDOM () % k; 51 s = rndm (k);
62 52
63 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
64 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
65 {
66 if (!s) 55 if (!s)
67 return tmp; 56 return tmp;
68 else 57 else
69 s--; 58 s--;
70 } 59
71 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
72 return NULL; 61 return 0;
73} 62}
74 63
75/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
76 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
77 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
87 dest->skill = spob->skill; 76 dest->skill = spob->skill;
88 else 77 else
89 dest->skill = caster->skill; 78 dest->skill = caster->skill;
90} 79}
91 80
92/* init_spells: This should really be called check_spells, as that
93 * is what it does. It goes through the spells looking for any
94 * obvious errors. This was most useful in debugging when re-doing
95 * all the spells to catch simple errors. To use it all the time
96 * will result in it spitting out messages that aren't really errors.
97 */
98void
99init_spells (void)
100{
101#ifdef SPELL_DEBUG
102 static int init_spells_done = 0;
103 int i;
104 archetype *at;
105
106 if (init_spells_done)
107 return;
108 LOG (llevDebug, "Checking spells...\n");
109
110 for (at = first_archetype; at; at = at->next)
111 {
112 if (at->clone.type == SPELL)
113 {
114 if (at->clone.skill)
115 {
116 for (i = 1; i < NUM_SKILLS; i++)
117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
119 if (i == NUM_SKILLS)
120 {
121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
122 }
123 }
124 /* other_arch is already checked for in the loader */
125 }
126 }
127
128 i = 0;
129 while (spell_mapping[i])
130 {
131 if (!find_archetype (spell_mapping[i]))
132 {
133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134 }
135 i++;
136 }
137 LOG (llevDebug, "Checking spells completed.\n");
138#endif
139}
140
141/* Dumps all the spells - now also dumps skill associated with the spell.
142 * not sure what this would be used for, as the data seems pretty
143 * minimal, but easy enough to keep around.
144 */
145void
146dump_spells (void)
147{
148 archetype *at;
149
150 for (at = first_archetype; at; at = at->next)
151 {
152 if (at->clone.type == SPELL)
153 {
154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
156 }
157 }
158}
159
160/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
161 * 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
162 */ 83 */
163
164void 84void
165spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
166{ 86{
167
168 if (spob->other_arch != NULL) 87 if (spob->other_arch)
169 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
170 object *effect = arch_to_object (spob->other_arch);
171
172 effect->x = x;
173 effect->y = y;
174
175 insert_ob_in_map (effect, map, originator, 0);
176 }
177} 89}
178 90
179/* 91static int
180 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
181 * effective level the caster needs to be to cast the spell.
182 * basically, it just adjusts the spell->level with attuned/repelled
183 * spellpaths. Was called path_level_mod
184 *
185 * caster is person casting hte spell.
186 * spell is the spell object.
187 * Returns modified level.
188 */
189int
190min_casting_level (object *caster, object *spell)
191{ 93{
192 int new_level; 94 // compute the attuned/repelled bonus
193 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
194 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
195 { 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
196 /* This case is not a bug, just the fact that this function is 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
197 * usually called BEFORE checking for path_deny. -AV
198 */
199#if 0
200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
201#endif
202 return 1;
203 }
204 new_level = spell->level
205 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
206 return (new_level < 1) ? 1 : new_level;
207} 99}
208
209 100
210/* This function returns the effective level the spell 101/* This function returns the effective level the spell
211 * is being cast at. 102 * is being cast at.
212 * Note that I changed the repelled/attuned bonus to 2 from 5.
213 * This is because the new code compares casting_level against
214 * min_caster_level, so the difference is effectively 4
215 */ 103 */
216
217int 104int
218caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
219{ 106{
220 int level = caster->level; 107 int level = caster->level;
221
222 /* If this is a player, try to find the matching skill */
223 if (caster->type == PLAYER && spell->skill)
224 {
225 int i;
226
227 for (i = 0; i < NUM_SKILLS; i++)
228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
229 {
230 level = caster->contr->last_skill_ob[i]->level;
231 break;
232 }
233 }
234 108
235 /* 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. */
236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
237 { 111 {
238 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);
239 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
240 114
241 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
242 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
243 120
244 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
245 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
246 128
247 /* 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
248 * errors in various places. 130 * errors in various places.
249 */ 131 */
250 if (level < 1) 132 return clamp (level, 1, settings.max_level);
251 level = 1;
252 return level;
253} 133}
254 134
255/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
256 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
257 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
261 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
262 * spell is the spell object. 142 * spell is the spell object.
263 * 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
264 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
265 */ 145 */
266
267sint16 146sint16
268SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
269{ 148{
270 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
271 150
272 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
273 { 152 {
274 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
275 {
276 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
277 }
278 else 155 else
279 sp = spell->stats.sp; 156 sp = spell->stats.sp;
280 157
281 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
282 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
283 sp = 1; 160 sp = 1;
284 161
285 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
286 {
287 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
288 }
289 else 164 else
290 grace = spell->stats.grace; 165 grace = spell->stats.grace;
291 166
292 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
293 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
294 grace = 1; 169 grace = 1;
295 } 170 }
296 else 171 else
297 { 172 {
298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
299 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
300 sp = 1; 175 sp = 1;
176
301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
302 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
303 grace = 1; 179 grace = 1;
304 } 180 }
181
305 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
306 return MAX (sp, grace); 183 return max (sp, grace);
307 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
308 return grace; 185 return grace;
309 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
310 return sp; 187 return sp;
311 else 188 else
313 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);
314 return 0; 191 return 0;
315 } 192 }
316} 193}
317 194
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}
318 205
319/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
320 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
321 */ 208 */
322int 209int
323SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
324{ 211{
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level (caster, spob);
327
328 if (adj < 0)
329 adj = 0;
330 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
331 adj /= spob->dam_modifier;
332 else
333 adj = 0;
334 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
335} 216}
336 217
337/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
338 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
339 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
340 */ 221 */
341int 222int
342SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
343{ 224{
344 int level = caster_level (caster, spob);
345 int adj = level - min_casting_level (caster, spob);
346
347 if (adj < 0)
348 adj = 0;
349 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
350 adj /= spob->duration_modifier;
351 else
352 adj = 0;
353
354 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
355} 229}
356 230
357/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
358 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
359 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
360 */ 234 */
361int 235int
362SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
363{ 237{
364 int level = caster_level (caster, spob);
365 int adj = level - min_casting_level (caster, spob);
366
367 if (adj < 0)
368 adj = 0;
369 if (spob->range_modifier) 238 if (!spob->range_modifier)
370 adj /= spob->range_modifier;
371 else
372 adj = 0;
373
374 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
375} 242}
376 243
377/* 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
378 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
379 * 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.
380 */ 247 */
381object * 248object *
382check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
383{ 250{
384 object *spop; 251 object *spop;
385 252
386 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
387 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
388 return spop; 255 return spop;
389 256
390 return NULL; 257 return 0;
391} 258}
392
393 259
394/* 260/*
395 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
396 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
397 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
398 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
399 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
400 * exact match, we also return NULL. 266 * exact match, we also return NULL.
401 */ 267 */
402
403object * 268object *
404lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
405{ 270{
406 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
407 int nummatch = 0; 272 int nummatch = 0;
408 273
409 if (spname == NULL) 274 if (!spname)
410 return NULL; 275 return 0;
411 276
412 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
413 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
414 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
415 */ 280 */
416 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
417 { 282 {
418 if (spob->type == SPELL) 283 if (spob->type == SPELL)
419 { 284 {
285 // TODO: WTF?
420 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
421 { 287 {
422 nummatch++; 288 nummatch++;
423 spob1 = spob; 289 spob1 = spob;
424 } 290 }
429 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
430 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
431 */ 297 */
432 if (spob2) 298 if (spob2)
433 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
434 spob2 = spob; 301 spob2 = spob;
435 } 302 }
436 } 303 }
437 } 304 }
438 /* 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
439 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
440 */ 307 */
441 if (spob2) 308 if (spob2)
442 return spob2; 309 return spob2;
310
443 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
444 return spob1; 312 return spob1;
313
445 return NULL; 314 return NULL;
446} 315}
447 316
448/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
449 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
451 * reflect_spell fails.) 320 * reflect_spell fails.)
452 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
453 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
454 */ 323 */
455int 324int
456reflwall (mapstruct *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
457{ 326{
458 object *op;
459
460 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
461 return 0; 328 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 329
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 331 if (op->flag [FLAG_REFL_SPELL]
332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1; 334 return 1;
466 335
467 return 0; 336 return 0;
468} 337}
469 338
475 * in. 344 * in.
476 */ 345 */
477int 346int
478cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
479{ 348{
480 mapstruct *m; 349 maptile *m;
481 sint16 sx, sy; 350 sint16 sx, sy;
482 351
483 if (dir && 352 if (dir &&
484 ((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) ||
485 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))))
486 { 355 {
487 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.");
488 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.");
489 dir = 0; 358 dir = 0;
490 } 359 }
491 new_op->x = op->x + freearr_x[dir]; 360
492 new_op->y = op->y + freearr_y[dir]; 361 new_op->set_flag (FLAG_IDENTIFIED);
493 if (dir == 0) 362 op->map->insert (new_op,
494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
495 else 364 op,
496 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
497 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;
498} 386}
499 387
500/* 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.
501 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
502 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
503 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
504 * 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
505 * 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.
506 * 394 */
507 */
508
509int 395int
510ok_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)
511{ 397{
512 object *tmp; 398 if (!xy_normalise (m, x, y))
513 int mflags;
514 mapstruct *mp;
515
516 mp = m;
517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
518
519 if (mflags & P_OUT_OF_MAP)
520 return 0; 399 return 0;
521 400
522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 401 mapspace &ms = m->at (x, y);
402 ms.update ();
403
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
523 return 0; 405 return 0;
524 406
525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 407 int max_effects = 5; // max. number of similar spells per mapspace
408
409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
526 { 410 {
527 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
528 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
529 * 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
530 * 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
531 * 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
532 * 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
533 * 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
534 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
535 */ 419 */
536 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !tmp->flag [FLAG_MONSTER]
538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !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
433 && (immune_stop & AT_MAGIC))
539 return 0; 434 return 0;
540 435
541 /* This is to prevent 'out of control' spells. Basically, this
542 * limits one spell effect per space per spell. This is definately
543 * needed for performance reasons, and just for playability I believe.
544 * there are no such things as multispaced spells right now, so
545 * we don't need to worry about the head.
546 */
547 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
548 return 0;
549
550 /*
551 * Combine similar spell effects into one spell effect. Needed for
552 * performance reasons with meteor swarm and the like, but also for
553 * playability reasons.
554 */
555 if (tmp->arch == op->arch
556 && tmp->type == op->type 436 if (tmp->type == op->type)
557 && tmp->subtype == op->subtype
558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
559 { 437 {
560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
561 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
562 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
563 return 0; 470 return 0;
564 } 471 }
565 472
566 /* 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
567 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
568 */ 475 */
569 } 476 }
477
570 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
571 return 1; 479 return 1;
572} 480}
573 481
574/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
579 * dir: direction to fire in. 487 * dir: direction to fire in.
580 * 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
581 * to fire. 489 * to fire.
582 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
583 */ 491 */
584
585int 492int
586fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
587{ 494{
588 object *tmp;
589 int mflags;
590 mapstruct *m;
591
592 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
593 return 0; 496 return 0;
594 497
595 m = op->map; 498 object *tmp = spell->other_arch->instance ();
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601 499
602 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
603
604 if (tmp == NULL)
605 return 0; 501 return 0;
606
607 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
610 free_object (tmp);
611 return 0;
612 }
613
614
615 502
616 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);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* 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 */
619 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir; 509 tmp->direction = dir;
625 if (get_owner (op) != NULL) 510 tmp->set_owner (op);
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
631 513
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
636 return 0; 517 return 0;
637 } 518
638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
639 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
640 521
641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
642 return 1;
643
644 move_spell_effect (tmp); 523 move_spell_effect (tmp);
645 524
646 return 1; 525 return 1;
647} 526}
648
649
650 527
651/***************************************************************************** 528/*****************************************************************************
652 * 529 *
653 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
654 * 531 *
655 ****************************************************************************/ 532 ****************************************************************************/
656
657void 533void
658regenerate_rod (object *rod) 534regenerate_rod (object *rod)
659{ 535{
660 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
661 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
663
664 if (rod->stats.hp > rod->stats.maxhp)
665 rod->stats.hp = rod->stats.maxhp;
666 }
667} 538}
668
669 539
670void 540void
671drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
672{ 542{
673 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);
674} 544}
675
676
677
678 545
679/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
680 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
681 * 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),
682 * 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
683 * NULL if no good object. 550 * NULL if no good object.
684 */ 551 */
685
686object * 552object *
687find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
688{ 554{
689 object *tmp; 555 object *tmp;
690 mapstruct *m;
691 sint16 x, y;
692 int mflags;
693 556
694 /* 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,
695 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
696 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
697 */ 560 */
698 if (op->type != PLAYER && op->type != RUNE) 561 if (op->type != PLAYER && op->type != RUNE)
699 { 562 {
700 tmp = get_owner (op); 563 tmp = op->owner;
701 /* 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
702 * to the caster. 565 * to the caster.
703 */ 566 */
704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
705 tmp = op; 568 tmp = op;
706 } 569 }
707 else 570 else
708 { 571 {
709 m = op->map; 572 maptile *m = op->map;
710 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
711 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
712
713 mflags = get_map_flags (m, &m, x, y, &x, &y);
714
715 if (mflags & P_OUT_OF_MAP)
716 tmp = NULL;
717 else
718 { 575
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 576 tmp = xy_normalise (m, x, y)
720 if (tmp->type == PLAYER) 577 ? m->at (x, y).player ()
721 break; 578 : 0;
722 }
723 } 579 }
580
724 /* 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 */
725 if (tmp == NULL) 582 if (!tmp)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 583 tmp = op->ms ().player ();
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
731 584
732 return tmp; 585 return tmp;
733} 586}
734
735
736 587
737/* raytrace: 588/* raytrace:
738 * 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
739 * 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
740 * live objects. 591 * live objects.
743 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
744 * 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
745 * any, otherwise -1. 596 * any, otherwise -1.
746 * 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.
747 */ 598 */
748
749int 599int
750spell_find_dir (mapstruct *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
751{ 601{
752 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
753 sint16 nx, ny; 603 sint16 nx, ny;
754 int owner_type = 0, mflags; 604 int owner_type = 0, mflags;
755 object *tmp; 605 object *tmp;
756 mapstruct *mp; 606 maptile *mp;
757 607
758 if (exclude && exclude->head) 608 if (exclude && exclude->head)
759 exclude = exclude->head; 609 exclude = exclude->head;
760 if (exclude && exclude->type) 610 if (exclude && exclude->type)
761 owner_type = exclude->type; 611 owner_type = exclude->type;
767 mp = m; 617 mp = m;
768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 618 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 619 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue; 620 continue;
771 621
772 tmp = get_map_ob (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
773 623
774 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
777 tmp = tmp->above; 627 tmp = tmp->above;
778 628
779 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
780 return freedir[i]; 630 return freedir[i];
781 } 631 }
782 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
783} 633}
784
785
786 634
787/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
788 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
789 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
790 */ 638 */
791 639static void
792void
793put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
794{ 641{
795 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
796 archetype *at; 643 archetype *at;
797 int dir; 644 int dir;
798 645
799 /* Handle cases where we are passed a bogus mosntername */ 646 /* Handle cases where we are passed a bogus mosntername */
800 647
801 if ((at = find_archetype (monstername)) == NULL) 648 if ((at = archetype::find (monstername)) == NULL)
802 return; 649 return;
803 650
804 /* find a free square nearby 651 /* find a free square nearby
805 * first we check the closest square for free squares 652 * first we check the closest square for free squares
806 */ 653 */
807 654
808 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);
809 if (dir != -1) 656 if (dir != -1)
810 { 657 {
811 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
812 * insert multipart monsters properly 659 * insert multipart monsters properly
813 */ 660 */
661 //TODO: use expand_tail + ...
814 while (at != NULL) 662 while (at != NULL)
815 { 663 {
816 tmp = arch_to_object (at); 664 tmp = at->instance ();
817 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
818 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
819 tmp->map = op->map; 667 tmp->map = op->map;
820 if (head) 668 if (head)
821 { 669 {
822 tmp->head = head; 670 tmp->head = head;
823 prev->more = tmp; 671 prev->more = tmp;
824 } 672 }
673
825 if (!head) 674 if (!head)
826 head = tmp; 675 head = tmp;
676
827 prev = tmp; 677 prev = tmp;
678
828 at = at->more; 679 at = (archetype *)at->more;
829 } 680 }
830 681
831 if (head->randomitems) 682 if (head->randomitems)
832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
833 684
834 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
835 686
836 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
837 tmp = get_archetype ("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
838 tmp->map = op->map;
839 tmp->x = op->x + freearr_x[dir];
840 tmp->y = op->y + freearr_y[dir];
841 insert_ob_in_map (tmp, op->map, op, 0);
842 } 689 }
843} 690}
844 691
845/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
846 * places them in nearby squares. 693 * places them in nearby squares.
853 * 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
854 * 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
855 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
856 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
857 */ 704 */
858
859int 705int
860summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
861{ 707{
862 int i; 708 int i;
863 709
873{ 719{
874 int attacktype; 720 int attacktype;
875 int face; 721 int face;
876} ATTACKS[22] = 722} ATTACKS[22] =
877{ 723{
878 {
879 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
880 {
881 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
882 {
883 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
884 {
885 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
886 {
887 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
888 {
889 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
890 {
891 AT_FIRE, 2}, 730 { AT_FIRE, 2},
892 {
893 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
894 {
895 AT_FIRE, 2}, 732 { AT_FIRE, 2},
896 {
897 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
898 {
899 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
901 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
902 {
903 AT_COLD, 4}, 736 { AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4}, 738 { AT_COLD, 4},
908 {
909 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
910 {
911 AT_POISON, 7}, 740 { AT_POISON, 7},
912 {
913 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
914 {
915 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
916 {
917 AT_SLOW, 8}, 743 { AT_SLOW, 8},
918 {
919 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
920 {
921AT_FEAR, 10}}; 745 { AT_FEAR, 10},
922 746};
923
924 747
925/* shuffle_attack: peterm 748/* shuffle_attack: peterm
926 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
927 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
928 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
951 { 774 {
952 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
953 } 776 }
954} 777}
955 778
956
957/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
958 * at casting a prayer. 780 * at casting a prayer.
959 * op is the player. 781 * op is the player.
960 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
961 * 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.
962 */ 784 */
963 785
964void 786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
965prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
966{ 790{
967 const char *godname; 791 const char *godname;
968 object *tmp; 792 object *tmp;
969 793
970 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
971 godname = "Your spirit"; 795 godname = "Your spirit";
972 796
973 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
974 { 798 {
975 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);
976 tmp = get_archetype (SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
978 free_object (tmp); 802 tmp->destroy ();
979 } 803 }
980 804
981 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
982 { 806 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
984 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
985 } 809 }
986 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
987 { 811 {
988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
989 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
990 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
991 } 816 }
992 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
993 { 818 {
994 tmp = get_archetype (GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
995 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
996 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
997 } 822 }
998} 823}
999 824
1000/* 825/*
1014 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
1015 return; 840 return;
1016 841
1017 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
1018 { 843 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
1020 tmp = get_archetype (SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
1021 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
1022 free_object (tmp); 847 tmp->destroy ();
1023 } 848 }
1024 849
1025 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
1026 { 851 {
1027 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!");
1028 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
1029 } 854 }
1030 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
1031 { 856 {
1032 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
1033 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
1034 } 859 }
1035 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
1036 { 861 {
1037 object *tmp; 862 object *tmp;
1038 863
1039 /* 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 */
1040 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)
1041 { 866 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 867 op->failmsg ("The magic warps and you are turned inside out!");
1043 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
1044 869
1045 } 870 }
1046 else 871 else
1047 { 872 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 873 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA); 874 tmp = archetype::get (LOOSE_MANA);
1050 tmp->level = skill->level; 875 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053 876
1054 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
1056 879
1057 if (power > 25) 880 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power); 881 tmp->stats.dam = 25 + isqrt (power);
1059 else 882 else
1060 tmp->stats.dam = power; /* nasty recoils! */ 883 tmp->stats.dam = power; /* nasty recoils! */
1061 884
1062 tmp->stats.maxhp = tmp->count; 885 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0); 886
887 tmp->insert_at (op);
1064 } 888 }
1065 } 889 }
1066} 890}
1067 891
1068int 892static int
1069cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1070{ 894{
1071 int success;
1072 player *pl;
1073 object *spell;
1074
1075 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1076 { 896 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0; 898 return 0;
1079 } 899 }
1080 spell = arch_to_object (spell_ob->other_arch); 900
901 object *spell = spell_ob->other_arch->instance ();
1081 902
1082 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1084 905
1085 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1086 { 907 {
1087 remove_ob (spell); 908 spell->remove ();
1088 return success; 909 return success;
1089 } 910 }
1090 for (pl = first_player; pl != NULL; pl = pl->next) 911
1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 912 for_all_players (pl)
1092 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1094 } 917
1095 remove_ob (spell); 918 spell->remove ();
1096 return success; 919 return success;
1097} 920}
1098 921
1099/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1100 * 923 *
1104 * same as op. 927 * same as op.
1105 * 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
1106 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1107 * 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,
1108 * we can determine what to do. 931 * we can determine what to do.
1109 * 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
1110 * 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
1111 * 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,
1112 * etc. 935 * etc.
1113 * 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
1114 * 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
1121 * 944 *
1122 * 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),
1123 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1124 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1125 */ 948 */
1126
1127int 949int
1128cast_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)
1129{ 951{
1130
1131 const char *godname; 952 const char *godname;
1132 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1133 object *skill = NULL;
1134 954
1135 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
1136 958
1137 if (!spell_ob) 959 if (!spell_ob)
1138 { 960 {
1139 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
1140 return 0; 962 return 0;
1141 } 963 }
964
1142 if (!strcmp ((godname = determine_god (op)), "none")) 965 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit"; 966 godname = "A random spirit";
1144 967
1145 /* the caller should set caster to op if appropriate */ 968 /* the caller should set caster to op if appropriate */
1146 if (!caster) 969 if (!caster)
1150 } 973 }
1151 974
1152 /* 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
1153 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
1154 */ 977 */
1155 if (caster->path_denied & spell_ob->path_attuned) 978 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1156 { 979 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
1158 return 0; 981 return 0;
1159 } 982 }
983
984 object *skill = 0;
1160 985
1161 /* 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
1162 * (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
1163 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
1164 * 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
1165 * should take care of that. 990 * should take care of that.
1166 * 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
1167 * 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
1168 * at least process that code. 993 * at least process that code.
1169 */ 994 */
1170 if (op->type == PLAYER && op == caster) 995 if (op->type == PLAYER && op == caster)
1171 { 996 {
1172 cast_level = caster_level (caster, spell_ob);
1173 if (spell_ob->skill) 997 if (spell_ob->skill)
1174 { 998 {
1175 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
1000
1176 if (!skill) 1001 if (!skill)
1177 { 1002 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 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.>",
1006 &spell_ob->skill, &spell_ob->name);
1179 return 0; 1007 return 0;
1180 } 1008 }
1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1009
1010 const char *msg = "";
1011
1012 int caster_level = skill->level;
1013
1014 if (op->path_attuned & spell_ob->path_attuned)
1182 { 1015 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 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 ())
1184 return 0; 1032 return 0;
1185 } 1033 }
1186 } 1034 }
1035
1187 /* 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
1188 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1189 */ 1038 */
1190 if (!QUERY_FLAG (op, FLAG_WIZ)) 1039 if (!op->flag [FLAG_WIZCAST])
1191 { 1040 {
1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1193 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)
1194 { 1043 {
1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1044 op->failmsg ("You don't have enough mana!");
1196 return 0; 1045 return 0;
1197 } 1046 }
1047
1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1048 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1199 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)
1200 { 1050 {
1201 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 -
1202 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)
1203 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1205 }
1206 else 1054 else
1207 { 1055 {
1208 prayer_failure (op, op->stats.grace, 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);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1210 return 0; 1058 return 0;
1211 } 1059 }
1212 } 1060 }
1213 1061
1214 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1215 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) <
1216 (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]))
1217 { 1065 {
1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1067 op->failmsg ("You fumble the prayer.");
1220 if (settings.casting_time == TRUE) 1068
1221 {
1222 op->casting_time = -1;
1223 }
1224 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);
1225 return 0; 1070 return 0;
1226 } 1071 }
1227 else if (spell_ob->stats.sp) 1072 else if (spell_ob->stats.sp)
1228 { 1073 {
1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - 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;
1230 1075
1231 if (failure < 0) 1076 if (failure < 0)
1232 { 1077 {
1233 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.");
1234 if (settings.spell_failure_effects == TRUE) 1079 if (settings.spell_failure_effects == TRUE)
1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1080 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1236 op->contr->shoottype = (rangetype) old_shoottype; 1081
1237 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);
1238 return 0; 1083 return 0;
1239 } 1084 }
1240 } 1085 }
1241 } 1086 }
1242 } 1087 }
1243 1088
1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1089 int mflags = op->ms ().flags ();
1245 1090
1246 /* 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
1247 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1248 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1249 * doing. 1094 * doing.
1250 */ 1095 */
1251 1096
1252 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 :-)!
1253 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1254 new_draw_info (NDI_UNIQUE, 0, op, "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!");
1255 return 0; 1101 return 0;
1256 } 1102 }
1257 1103
1258 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION) 1105 && (caster->type != POTION)
1260 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1261 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1262 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1263 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1109 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1264 { 1110 {
1265 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1266 return 0; 1112 return 0;
1267 1113
1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1269 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);
1270 else 1116 else if (object *item = op->contr->ranged_ob)
1271 switch (op->contr->shoottype)
1272 { 1117 {
1273 case range_magic: 1118 if (item->type == SPELL)
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1275 break; 1120 else if (item->type == SCROLL)
1276 case range_misc: 1121 op->failmsg ("Something blocks the magic of your scroll.");
1277 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1278 break;
1279 case range_golem:
1280 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1281 break;
1282 default:
1283 break;
1284 }
1285 return 0;
1286 }
1287
1288 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1289 {
1290 if (op->casting_time == -1)
1291 { /* begin the casting */
1292 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1293 op->spell = spell_ob;
1294 /* put the stringarg into the object struct so that when the
1295 * spell is actually cast, it knows about the stringarg.
1296 * necessary for the invoke command spells.
1297 */
1298 if (stringarg)
1299 {
1300 op->spellarg = strdup_local (stringarg);
1301 }
1302 else 1122 else
1303 op->spellarg = NULL; 1123 op->failmsg ("Something blocks the magic of your item.");
1304 return 0;
1305 }
1306 else if (op->casting_time != 0)
1307 {
1308 if (op->type == PLAYER)
1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1310 return 0;
1311 } 1124 }
1312 else 1125 else
1313 { /* casting_time == 0 */ 1126 op->failmsg ("Something blocks the spell!");
1314 op->casting_time = -1; 1127
1315 spell_ob = op->spell; 1128 return 0;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 { 1129 }
1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1321 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in 1135 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost 1138 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time. 1139 * the player any time.
1327 * Ignore casting time for firewalls 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
1328 */ 1147 */
1329 if (caster == op && caster->type != FIREWALL)
1330 {
1331 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1332 /* Other portions of the code may also decrement the speed of the player, so
1333 * put a lower limit so that the player isn't stuck here too long
1334 */
1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1148 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1149 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1337 } 1150 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1151 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1339 {
1340 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1341 }
1342 }
1343 1153
1344 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1345 { 1155 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1156 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1347 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1157 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1352 * object requires. 1162 * object requires.
1353 */ 1163 */
1354 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1355 { 1165 {
1356 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1357 if (!skill) 1168 if (!skill)
1358 { 1169 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1170 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1360 return 0; 1171 return 0;
1361 } 1172 }
1362 change_skill (op, skill, 0); /* needed for proper exp credit */
1363 } 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;
1364 1184
1365 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1366 { 1186 {
1367 /* The order of case statements is same as the order they show up 1187 /* The order of case statements is same as the order they show up
1368 * in in spells.h. 1188 * in spells.h.
1369 */ 1189 */
1370 case SP_RAISE_DEAD: 1190 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1372 break; 1192 break;
1373 1193
1374 case SP_RUNE: 1194 case SP_RUNE:
1375 success = write_rune (op, caster, spell_ob, dir, stringarg); 1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1376 break; 1196 break;
1377 1197
1378 case SP_MAKE_MARK: 1198 case SP_MAKE_MARK:
1379 success = write_mark (op, spell_ob, stringarg); 1199 success = write_mark (op, spell_ob, spellparam);
1380 break; 1200 break;
1381 1201
1382 case SP_BOLT: 1202 case SP_BOLT:
1383 success = fire_bolt (op, caster, dir, spell_ob, skill); 1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1384 break; 1204 break;
1385 1205
1386 case SP_BULLET: 1206 case SP_BULLET:
1387 success = fire_bullet (op, caster, dir, spell_ob); 1207 success = fire_bullet (op, caster, dir, spell_ob);
1388 break; 1208 break;
1389 1209
1390 case SP_CONE: 1210 case SP_CONE:
1391 success = cast_cone (op, caster, dir, spell_ob); 1211 success = cast_cone (op, caster, dir, spell_ob);
1392 break; 1212 break;
1393 1213
1394 case SP_BOMB: 1214 case SP_BOMB:
1395 success = create_bomb (op, caster, dir, spell_ob); 1215 success = create_bomb (op, caster, dir, spell_ob);
1396 break; 1216 break;
1397 1217
1398 case SP_WONDER: 1218 case SP_WONDER:
1399 success = cast_wonder (op, caster, dir, spell_ob); 1219 success = cast_wonder (op, caster, dir, spell_ob);
1400 break; 1220 break;
1401 1221
1402 case SP_SMITE: 1222 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob); 1223 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break; 1224 break;
1405 1225
1406 case SP_MAGIC_MISSILE: 1226 case SP_MAGIC_MISSILE:
1407 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1227 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1408 break; 1228 break;
1409 1229
1410 case SP_SUMMON_GOLEM: 1230 case SP_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob); 1231 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break; 1232 break;
1414 1233
1415 case SP_DIMENSION_DOOR: 1234 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is 1235 /* dimension door needs the actual caster, because that is what is
1417 * moved. 1236 * moved.
1418 */ 1237 */
1419 success = dimension_door (op, caster, spell_ob, dir); 1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1420 break; 1239 break;
1421 1240
1422 case SP_MAGIC_MAPPING: 1241 case SP_MAGIC_MAPPING:
1423 if (op->type == PLAYER) 1242 if (op->type == PLAYER)
1424 { 1243 {
1425 spell_effect (spell_ob, op->x, op->y, op->map, op); 1244 spell_effect (spell_ob, op->x, op->y, op->map, op);
1426 draw_magic_map (op); 1245 draw_magic_map (op);
1427 success = 1; 1246 success = 1;
1428 } 1247 }
1429 else 1248 else
1249 success = 0;
1250 break;
1251
1252 case SP_MAGIC_WALL:
1253 success = magic_wall (op, caster, dir, spell_ob);
1254 break;
1255
1256 case SP_DESTRUCTION:
1257 success = cast_destruction (op, caster, spell_ob);
1258 break;
1259
1260 case SP_PERCEIVE_SELF:
1261 success = perceive_self (op);
1262 break;
1263
1264 case SP_WORD_OF_RECALL:
1265 success = cast_word_of_recall (op, caster, spell_ob);
1266 break;
1267
1268 case SP_INVISIBLE:
1269 success = cast_invisible (op, caster, spell_ob);
1270 break;
1271
1272 case SP_PROBE:
1273 success = probe (op, caster, spell_ob, dir);
1274 break;
1275
1276 case SP_HEALING:
1277 success = cast_heal (op, caster, spell_ob, dir);
1278 break;
1279
1280 case SP_CREATE_FOOD:
1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1282 break;
1283
1284 case SP_EARTH_TO_DUST:
1285 success = cast_earth_to_dust (op, caster, spell_ob);
1286 break;
1287
1288 case SP_CHANGE_ABILITY:
1289 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1290 break;
1291
1292 case SP_BLESS:
1293 success = cast_bless (op, caster, spell_ob, dir);
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.
1313 */
1314 op->failmsg ("The spell fizzles!");
1315 success = 0;
1316#else
1317 success = cast_polymorph (op, caster, spell_ob, dir);
1318#endif
1319 break;
1320
1321 case SP_ALCHEMY:
1322 success = alchemy (op, caster, spell_ob);
1323 break;
1324
1325 case SP_REMOVE_CURSE:
1326 success = remove_curse (op, caster, spell_ob);
1327 break;
1328
1329 case SP_IDENTIFY:
1330 success = cast_identify (op, caster, spell_ob);
1331 break;
1332
1333 case SP_DETECTION:
1334 success = cast_detection (op, caster, spell_ob, skill);
1335 break;
1336
1337 case SP_MOOD_CHANGE:
1338 success = mood_change (op, caster, spell_ob);
1339 break;
1340
1341 case SP_MOVING_BALL:
1342 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1343 {
1344 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1430 success = 0; 1345 success = 0;
1346 }
1347 else
1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1431 break; 1349 break;
1432 1350
1433 case SP_MAGIC_WALL:
1434 success = magic_wall (op, caster, dir, spell_ob);
1435 break;
1436
1437 case SP_DESTRUCTION:
1438 success = cast_destruction (op, caster, spell_ob);
1439 break;
1440
1441 case SP_PERCEIVE_SELF:
1442 success = perceive_self (op);
1443 break;
1444
1445 case SP_WORD_OF_RECALL:
1446 success = cast_word_of_recall (op, caster, spell_ob);
1447 break;
1448
1449 case SP_INVISIBLE:
1450 success = cast_invisible (op, caster, spell_ob);
1451 break;
1452
1453 case SP_PROBE:
1454 success = probe (op, caster, spell_ob, dir);
1455 break;
1456
1457 case SP_HEALING:
1458 success = cast_heal (op, caster, spell_ob, dir);
1459 break;
1460
1461 case SP_CREATE_FOOD:
1462 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1463 break;
1464
1465 case SP_EARTH_TO_DUST:
1466 success = cast_earth_to_dust (op, caster, spell_ob);
1467 break;
1468
1469 case SP_CHANGE_ABILITY:
1470 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1471 break;
1472
1473 case SP_BLESS:
1474 success = cast_bless (op, caster, spell_ob, dir);
1475 break;
1476
1477 case SP_CURSE:
1478 success = cast_curse (op, caster, spell_ob, dir);
1479 break;
1480
1481 case SP_SUMMON_MONSTER:
1482 success = summon_object (op, caster, spell_ob, dir, stringarg);
1483 break;
1484
1485 case SP_CHARGING:
1486 success = recharge (op, caster, spell_ob);
1487 break;
1488
1489 case SP_POLYMORPH:
1490#ifdef NO_POLYMORPH
1491 /* Not great, but at least provide feedback so if players do have
1492 * polymorph (ie, find it as a preset item or left over from before
1493 * it was disabled), they get some feedback.
1494 */
1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1496 success = 0;
1497#else
1498 success = cast_polymorph (op, caster, spell_ob, dir);
1499#endif
1500 break;
1501
1502 case SP_ALCHEMY:
1503 success = alchemy (op, caster, spell_ob);
1504 break;
1505
1506 case SP_REMOVE_CURSE:
1507 success = remove_curse (op, caster, spell_ob);
1508 break;
1509
1510 case SP_IDENTIFY:
1511 success = cast_identify (op, caster, spell_ob);
1512 break;
1513
1514 case SP_DETECTION:
1515 success = cast_detection (op, caster, spell_ob, skill);
1516 break;
1517
1518 case SP_MOOD_CHANGE:
1519 success = mood_change (op, caster, spell_ob);
1520 break;
1521
1522 case SP_MOVING_BALL:
1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1526 success = 0;
1527 }
1528 else
1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1530 break;
1531
1532 case SP_SWARM: 1351 case SP_SWARM:
1533 success = fire_swarm (op, caster, spell_ob, dir); 1352 success = fire_swarm (op, caster, spell_ob, dir);
1534 break; 1353 break;
1535 1354
1536 case SP_CHANGE_MANA: 1355 case SP_CHANGE_MANA:
1537 success = cast_transfer (op, caster, spell_ob, dir); 1356 success = cast_transfer (op, caster, spell_ob, dir);
1538 break; 1357 break;
1539 1358
1540 case SP_DISPEL_RUNE: 1359 case SP_DISPEL_RUNE:
1541 /* in rune.c */ 1360 /* in rune.c */
1542 success = dispel_rune (op, caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1543 break; 1362 break;
1544 1363
1545 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1546 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1547 break; 1366 break;
1548 1367
1549 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1550 success = cast_consecrate (op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1551 break; 1370 break;
1552 1371
1553 case SP_ANIMATE_WEAPON: 1372 case SP_ANIMATE_WEAPON:
1554 success = animate_weapon (op, caster, spell_ob, dir); 1373 success = animate_weapon (op, caster, spell_ob, dir);
1555 old_shoottype = range_golem;
1556 break; 1374 break;
1557 1375
1558 case SP_LIGHT: 1376 case SP_LIGHT:
1559 success = cast_light (op, caster, spell_ob, dir); 1377 success = cast_light (op, caster, spell_ob, dir);
1560 break; 1378 break;
1561 1379
1562 case SP_CHANGE_MAP_LIGHT: 1380 case SP_CHANGE_MAP_LIGHT:
1563 success = cast_change_map_lightlevel (op, caster, spell_ob); 1381 success = cast_change_map_lightlevel (op, caster, spell_ob);
1564 break; 1382 break;
1565 1383
1566 case SP_FAERY_FIRE: 1384 case SP_FAERY_FIRE:
1567 success = cast_destruction (op, caster, spell_ob); 1385 success = cast_destruction (op, caster, spell_ob);
1568 break; 1386 break;
1569 1387
1570 case SP_CAUSE_DISEASE: 1388 case SP_CAUSE_DISEASE:
1571 success = cast_cause_disease (op, caster, spell_ob, dir); 1389 success = cast_cause_disease (op, caster, spell_ob, dir);
1572 break; 1390 break;
1573 1391
1574 case SP_AURA: 1392 case SP_AURA:
1575 success = create_aura (op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1576 break; 1394 break;
1577 1395
1578 case SP_TOWN_PORTAL:
1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1580 break;
1581
1582 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1584 break; 1398 break;
1585 1399
1586 default: 1400 default:
1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1401 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1589
1590
1591 }
1592
1593 /* FIXME - we need some better sound suppport */
1594 // yes, for example, augment map info with the spell effect
1595 // so clients can calculate the sounds themselves
1596 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1597
1598 /* free the spell arg */
1599 if (settings.casting_time == TRUE && stringarg)
1600 { 1402 }
1601 free (stringarg); 1403
1602 stringarg = NULL; 1404 // restore chosen_skill
1603 } 1405 op->chosen_skill = chosen_skill;
1604 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1406
1605 * to something like use_magic_item, but you really want to be able to fire 1407 op->play_sound (
1606 * it again. 1408 success
1607 */ 1409 ? spell_ob->sound
1608 if (op->contr) 1410 ? spell_ob->sound
1609 op->contr->shoottype = (rangetype) old_shoottype; 1411 : sound_find ("spell_success")
1412 : sound_find ("fumble_spell")
1413 );
1610 1414
1611 return success; 1415 return success;
1612} 1416}
1613 1417
1614
1615/* This is called from time.c/process_object(). That function 1418/* This is called from time.c/process_object(). That function
1616 * calls this for any SPELL_EFFECT type objects. This function 1419 * calls this for any SPELL_EFFECT type objects. This function
1617 * then dispatches them to the appropriate specific routines. 1420 * then dispatches them to the appropriate specific routines.
1618 */ 1421 */
1619void 1422void
1620move_spell_effect (object *op) 1423move_spell_effect (object *op)
1621{ 1424{
1622
1623 switch (op->subtype) 1425 switch (op->subtype)
1624 { 1426 {
1625 case SP_BOLT: 1427 case SP_BOLT:
1626 move_bolt (op); 1428 move_bolt (op);
1627 break; 1429 break;
1628 1430
1629 case SP_BULLET: 1431 case SP_BULLET:
1630 move_bullet (op); 1432 move_bullet (op);
1631 break; 1433 break;
1632 1434
1633 case SP_EXPLOSION: 1435 case SP_EXPLOSION:
1634 explosion (op); 1436 explosion (op);
1635 break; 1437 break;
1636 1438
1637 case SP_CONE: 1439 case SP_CONE:
1638 move_cone (op); 1440 move_cone (op);
1639 break; 1441 break;
1640 1442
1641 case SP_BOMB: 1443 case SP_BOMB:
1642 animate_bomb (op); 1444 animate_bomb (op);
1643 break; 1445 break;
1644 1446
1645 case SP_MAGIC_MISSILE: 1447 case SP_MAGIC_MISSILE:
1646 move_missile (op); 1448 move_missile (op);
1647 break; 1449 break;
1648 1450
1649 case SP_WORD_OF_RECALL: 1451 case SP_WORD_OF_RECALL:
1650 execute_word_of_recall (op); 1452 execute_word_of_recall (op);
1651 break; 1453 break;
1652 1454
1653 case SP_MOVING_BALL: 1455 case SP_MOVING_BALL:
1654 move_ball_spell (op); 1456 move_ball_spell (op);
1655 break; 1457 break;
1656 1458
1657 case SP_SWARM: 1459 case SP_SWARM:
1658 move_swarm_spell (op); 1460 move_swarm_spell (op);
1659 break; 1461 break;
1660 1462
1661 case SP_AURA: 1463 case SP_AURA:
1662 move_aura (op); 1464 move_aura (op);
1663 break; 1465 break;
1664
1665 }
1666}
1667
1668/* this checks to see if something special should happen if
1669 * something runs into the object.
1670 */
1671void
1672check_spell_effect (object *op)
1673{
1674
1675 switch (op->subtype)
1676 { 1466 }
1677 case SP_BOLT:
1678 move_bolt (op);
1679 return;
1680
1681 case SP_BULLET:
1682 check_bullet (op);
1683 return;
1684 }
1685
1686} 1467}
1687 1468
1688/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1689 * 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
1690 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1691 * objects of the appropraite type. 1472 * objects of the appropriate type.
1692 */ 1473 */
1693void 1474void
1694apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1695{ 1476{
1696 switch (spell->subtype) 1477 switch (spell->subtype)
1697 { 1478 {
1698 case SP_CONE: 1479 case SP_CONE:
1699 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1700 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1701 break; 1482 break;
1702 1483
1703 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1705 { 1486 {
1706 tag_t spell_tag = spell->count;
1707
1708 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1709 if (!was_destroyed (spell, spell_tag))
1710 {
1711 remove_ob (spell);
1712 free_object (spell);
1713 }
1714 }
1715 break;
1716
1717 case SP_MOVING_BALL:
1718 if (QUERY_FLAG (victim, FLAG_ALIVE))
1719 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1720 else if (victim->material || victim->materialname) 1488 spell->destroy ();
1489 }
1490 break;
1491
1492 case SP_MOVING_BALL:
1493 if (victim->flag [FLAG_ALIVE])
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->material != MATERIAL_NULL)
1721 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1722 break; 1498 break;
1723 } 1499 }
1724} 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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