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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 1.128 by root, Wed Nov 16 23:42:03 2016 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 $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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}
349 259
350 260/*
351/*
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) { 269object::find_spell (const_utf8_string prefix) const
361 object *spob1=NULL, *spob2=NULL, *spob; 270{
362 int nummatch=0; 271 if (shstr_cmp name = prefix)
363 272 {
364 if(spname==NULL) return NULL; 273 // case 1, match spell name exactly
365
366 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name.
369 */
370 for (spob = op->inv; spob; spob=spob->below) { 274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
371 if (spob->type == SPELL) { 284 if (spob->type == SPELL
372 if (!strncmp(spob->name, spname, strlen(spname))) { 285 && spob->name.length () < len
373 nummatch++; 286 && prefix [spob->name.length ()] <= ' '
374 spob1 = spob; 287 && !memcmp (prefix, spob->name, spob->name.length ()))
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 288 return spob;
376 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion.
380 */
381 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
383 &spob2->name, &spob->name);
384 spob2 = spob;
385 }
386 }
387 } 289 }
388 /* if we have best match, return it. Otherwise, if we have one match 290
389 * on the loser match, return that, otehrwise null 291 return 0;
390 */
391 if (spob2) return spob2;
392 if (spob1 && nummatch == 1) return spob1;
393 return NULL;
394} 292}
395 293
396/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.) 297 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates 298 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
402 */ 300 */
301int
403int reflwall(mapstruct *m,int x,int y, object *sp_op) { 302reflwall (maptile *m, int x, int y, object *sp_op)
404 object *op; 303{
405
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 304 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; 305 return 0;
306
307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
308 if (op->flag [FLAG_REFL_SPELL]
309 && (!op->flag [FLAG_ALIVE]
310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
311 return 1;
312
313 return 0;
413} 314}
414 315
415/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
420 * in. 321 * destroys the object is unsuccessful.
421 */ 322 */
323bool
422int cast_create_obj(object *op,object *caster,object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
423{ 325{
424 mapstruct *m; 326 mapxy pos (op);
425 sint16 sx, sy; 327 pos.move (dir);
426 328
427 if(dir && 329 if (!pos.normalise ()
428 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 330 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
429 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
430 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 332 )
431 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
432 dir = 0;
433 } 333 {
434 new_op->x=op->x+freearr_x[dir]; 334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
435 new_op->y=op->y+freearr_y[dir]; 335 new_op->destroy ();
436 if (dir == 0) 336 return 0;
437 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 337 }
438 else 338
439 insert_ob_in_map(new_op,op->map,op,0); 339 new_op->set_flag (FLAG_IDENTIFIED);
340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
343 return 1;
344}
345
346static bool
347mergable_owner (object *o1, object *o2)
348{
349 if (o1 == o2)
440 return dir; 350 return 1;
351
352 if (!o1 || !o2)
353 return 0;
354
355 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356 return 0;
357
358 if (o1->is_player () || o2->is_player ())
359 return 0;
360
361 return 1;
441} 362}
442 363
443/* Returns true if it is ok to put spell *op on the space/may provided. 364/* 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 365 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
446 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
447 * on the space, the object doesn't get placed. if immune stop 368 * 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. 369 * does not have AT_MAGIC, then counterwalls do not effect the spell.
449 * 370 */
450 */ 371int
451
452int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 372ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
453 object *tmp; 373{
454 int mflags; 374 if (!xy_normalise (m, x, y))
455 mapstruct *mp; 375 return 0;
456 376
457 mp = m; 377 mapspace &ms = m->at (x, y);
458 mflags = get_map_flags(m, &mp, x, y, &x, &y); 378 ms.update ();
459 379
460 if (mflags & P_OUT_OF_MAP) return 0; 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
381 return 0;
461 382
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 383 int max_effects = 5; // max. number of similar spells per mapspace
463 384
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
386 {
465 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could 388 * 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 389 * 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 390 * 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 391 * 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 392 * 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 393 * removed.) On the other hand, it may be more dramatic for the
472 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
473 */ 395 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) && 396 if ((tmp->attacktype & AT_COUNTERSPELL)
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 397 && !tmp->flag [FLAG_MONSTER]
476 (tmp->type != WEAPON) && (tmp->type != BOW) && 398 && (tmp->type != PLAYER)
477 (tmp->type != ARROW) && (tmp->type != GOLEM) && 399 && (tmp->type != WEAPON)
400 && (tmp->type != BOW)
401 && (tmp->type != ARROW)
402 && (tmp->type != GOLEM)
403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
404 // we special case floor here because there
405 // are sometimes spell effect floors
406 // which are used to inflict damage
407 // (and those shouldn't go away from
408 // sanctuary) see also: permanent lava
478 (immune_stop & AT_MAGIC)) return 0; 409 && (immune_stop & AT_MAGIC))
410 return 0;
479 411
412 if (tmp->type == op->type)
413 {
414 if (tmp->subtype == op->subtype
415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
416 {
480 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so 420 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head. 421 * we don't need to worry about the head.
485 */ 422 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 423 if (tmp->stats.maxhp == op->stats.maxhp)
487 (tmp->subtype == op->subtype))
488 return 0; 424 return 0;
489 425
490 /* 426 /*
491 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons. 429 * playability reasons.
494 */ 430 */
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)) 431 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 ) { 432 if (mergable_owner (tmp, op))
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 433 {
503 tmp->range = MAX (tmp->range, op->range); 434 // if same owner, then combine, but reduce advantage of multiple spells
504 tmp->duration = MAX (tmp->duration, op->duration); 435 max_it (tmp->stats.dam, op->stats.dam);
436 max_it (tmp->range , op->range);
437 max_it (tmp->duration , op->duration);
438 return 0;
439 }
440 }
441
442 // if there are too many spell effects on this space,
443 // then don't allow more of them, for performance reasons.
444 if (tmp->type == SPELL_EFFECT
445 && !--max_effects)
505 return 0; 446 return 0;
506 } 447 }
507 448
508 /* Perhaps we should also put checks in for no magic and unholy 449 /* Perhaps we should also put checks in for no magic and unholy
509 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
510 */ 451 */
511 } 452 }
453
512 /* If it passes the above tests, it must be OK */ 454 /* If it passes the above tests, it must be OK */
513 return 1; 455 return 1;
514} 456}
515 457
516/* fire_arch_from_position: fires an archetype. 458/* fire_arch_from_position: fires an archetype.
517 * op: person firing the object. 459 * op: person firing the object.
518 * caster: object casting the spell. 460 * caster: object casting the spell.
521 * dir: direction to fire in. 463 * dir: direction to fire in.
522 * spell: spell that is being fired. It uses other_arch for the archetype 464 * spell: spell that is being fired. It uses other_arch for the archetype
523 * to fire. 465 * to fire.
524 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
525 */ 467 */
526 468int
527int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 469fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
528 int dir, object *spell)
529{ 470{
530 object *tmp;
531 int mflags;
532 mapstruct *m;
533
534 if(spell->other_arch==NULL) 471 if (!spell->other_arch)
535 return 0; 472 return 0;
536 473
537 m = op->map; 474 object *tmp = spell->other_arch->instance ();
538 mflags = get_map_flags(m, &m, x, y, &x, &y); 475
539 if (mflags & P_OUT_OF_MAP) { 476 if (!tmp)
540 return 0; 477 return 0;
541 }
542 478
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); 479 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
558 /* code in time.c uses food for some things, duration for others */ 481 /* code in time.c uses food for some things, duration for others */
559 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
561 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir; 485 tmp->direction = dir;
565 if (get_owner (op) != NULL) 486 tmp->set_owner (op);
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
571 489
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
574 if(!tailor_god_spell(tmp,op)) return 0; 492 if (!tailor_god_spell (tmp, op))
575 } 493 return 0;
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 494
495 if (tmp->flag [FLAG_IS_TURNABLE])
577 SET_ANIMATION(tmp, dir); 496 SET_ANIMATION (tmp, dir);
578 497
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
580 return 1;
581
582 move_spell_effect(tmp); 499 move_spell_effect (tmp);
583 500
584 return 1; 501 return 1;
585} 502}
586
587
588 503
589/***************************************************************************** 504/*****************************************************************************
590 * 505 *
591 * Code related to rods - perhaps better located in another file? 506 * Code related to rods - perhaps better located in another file?
592 * 507 *
593 ****************************************************************************/ 508 ****************************************************************************/
594 509void
595void regenerate_rod(object *rod) { 510regenerate_rod (object *rod)
511{
596 if (rod->stats.hp < rod->stats.maxhp) { 512 if (rod->stats.hp < rod->stats.maxhp)
597 rod->stats.hp+= 1 + rod->stats.maxhp/10; 513 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} 514}
603 515
604 516void
605void drain_rod_charge(object *rod) { 517drain_rod_charge (object *rod)
518{
606 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 519 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
607} 520}
608
609
610
611 521
612/* this function is commonly used to find a friendly target for 522/* this function is commonly used to find a friendly target for
613 * spells such as heal or protection or armour 523 * spells such as heal or protection or armour
614 * op is what is looking for the target (which can be a player), 524 * 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 525 * dir is the direction we are looking in. Return object found, or
616 * NULL if no good object. 526 * NULL if no good object.
617 */ 527 */
618 528object *
619object *find_target_for_friendly_spell(object *op,int dir) { 529find_target_for_friendly_spell (object *op, int dir)
530{
620 object *tmp; 531 object *tmp;
621 mapstruct *m;
622 sint16 x, y;
623 int mflags;
624 532
625 /* I don't really get this block - if op isn't a player or rune, 533 /* 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. 534 * we then make the owner of this object the target.
627 * The owner could very well be no where near op. 535 * The owner could very well be no where near op.
628 */ 536 */
629 if(op->type!=PLAYER && op->type!=RUNE) { 537 if (op->type != PLAYER && op->type != RUNE)
630 tmp=get_owner(op); 538 {
539 tmp = op->owner;
631 /* If the owner does not exist, or is not a monster, than apply the spell 540 /* If the owner does not exist, or is not a monster, than apply the spell
632 * to the caster. 541 * to the caster.
633 */ 542 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
635 }
636 else {
637 m = op->map; 544 tmp = op;
545 }
546 else
547 {
548 maptile *m = op->map;
638 x = op->x+freearr_x[dir]; 549 sint16 x = op->x + freearr_x[dir];
639 y = op->y+freearr_y[dir]; 550 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 } 551
552 tmp = xy_normalise (m, x, y)
553 ? m->at (x, y).player ()
554 : 0;
650 } 555 }
556
651 /* didn't find a player there, look in current square for a player */ 557 /* didn't find a player there, look in current square for a player */
652 if(tmp==NULL) 558 if (!tmp)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 559 tmp = op->ms ().player ();
654 {
655 if(tmp->type==PLAYER)
656 break;
657 }
658 560
659 return tmp; 561 return tmp;
660} 562}
661
662
663 563
664/* raytrace: 564/* raytrace:
665 * spell_find_dir(map, x, y, exclude) will search first the center square 565 * 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 566 * then some close squares in the given map at the given coordinates for
667 * live objects. 567 * live objects.
670 * monsters/generators only. If not, the spell will hunt players only. 570 * 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 571 * It returns the direction toward the first/closest live object if it finds
672 * any, otherwise -1. 572 * any, otherwise -1.
673 * note that exclude can be NULL, in which case all bets are off. 573 * note that exclude can be NULL, in which case all bets are off.
674 */ 574 */
675 575int
676int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 576spell_find_dir (maptile *m, int x, int y, object *exclude)
577{
677 int i,max=SIZEOFFREE; 578 int i, max = SIZEOFFREE;
678 sint16 nx,ny; 579 sint16 nx, ny;
679 int owner_type=0, mflags; 580 int owner_type = 0, mflags;
680 object *tmp; 581 object *tmp;
681 mapstruct *mp; 582 maptile *mp;
682 583
683 if (exclude && exclude->head) 584 if (exclude && exclude->head)
684 exclude = exclude->head; 585 exclude = exclude->head;
685 if (exclude && exclude->type) 586 if (exclude && exclude->type)
686 owner_type = exclude->type; 587 owner_type = exclude->type;
687 588
688 for(i=rndm(1, 8);i<max;i++) { 589 for (i = rndm (1, 8); i < max; i++)
590 {
689 nx = x + freearr_x[i]; 591 nx = x + freearr_x[i];
690 ny = y + freearr_y[i]; 592 ny = y + freearr_y[i];
691 mp = m; 593 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 594 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 595 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
596 continue;
694 597
695 tmp=get_map_ob(mp,nx,ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
696 599
697 while(tmp!=NULL && (((owner_type==PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 602 (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; 603 tmp = tmp->above;
702 604
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704 return freedir[i]; 606 return freedir[i];
705 } 607 }
706 return -1; /* flag for "keep going the way you were" */ 608 return -1; /* flag for "keep going the way you were" */
707} 609}
708
709
710 610
711/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
714 */ 614 */
715 615static void
716void put_a_monster(object *op,const char *monstername) { 616put_a_monster (object *op, const char *monstername)
617{
717 object *tmp,*head=NULL,*prev=NULL; 618 object *tmp, *head = NULL, *prev = NULL;
718 archetype *at; 619 archetype *at;
719 int dir; 620 int dir;
720 621
721 /* Handle cases where we are passed a bogus mosntername */ 622 /* Handle cases where we are passed a bogus mosntername */
722 623
723 if((at=find_archetype(monstername))==NULL) return; 624 if ((at = archetype::find (monstername)) == NULL)
625 return;
724 626
725 /* find a free square nearby 627 /* find a free square nearby
726 * first we check the closest square for free squares 628 * first we check the closest square for free squares
727 */ 629 */
728 630
729 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 631 dir = find_first_free_spot (at, op->map, op->x, op->y);
730 if(dir!=-1) { 632 if (dir != -1)
633 {
731 /* This is basically grabbed for generate monster. Fixed 971225 to 634 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly 635 * insert multipart monsters properly
733 */ 636 */
637 //TODO: use expand_tail + ...
734 while (at!=NULL) { 638 while (at != NULL)
735 tmp=arch_to_object(at); 639 {
640 tmp = at->instance ();
736 tmp->x=op->x+freearr_x[dir]+at->clone.x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
738 tmp->map = op->map; 643 tmp->map = op->map;
739 if (head) { 644 if (head)
645 {
740 tmp->head=head; 646 tmp->head = head;
741 prev->more=tmp; 647 prev->more = tmp;
742 } 648 }
649
743 if (!head) head=tmp; 650 if (!head)
651 head = tmp;
652
744 prev=tmp; 653 prev = tmp;
745 at=at->more; 654
655 at = (archetype *)at->more;
746 } 656 }
747 657
748 if (head->randomitems) 658 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
750 660
751 insert_ob_in_map(head,op->map,op,0); 661 insert_ob_in_map (head, op->map, op, 0);
752 662
753 /* thought it'd be cool to insert a burnout, too.*/ 663 /* thought it'd be cool to insert a burnout, too. */
754 tmp=get_archetype("burnout"); 664 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 } 665 }
760} 666}
761 667
762/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
763 * places them in nearby squares. 669 * places them in nearby squares.
770 * Note that this is not used by any spells (summon evil monsters 676 * 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 677 * 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 678 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
774 */ 680 */
775 681int
776int summon_hostile_monsters(object *op,int n,const char *monstername){ 682summon_hostile_monsters (object *op, int n, const char *monstername)
683{
777 int i; 684 int i;
685
778 for(i=0;i<n;i++) 686 for (i = 0; i < n; i++)
779 put_a_monster(op,monstername); 687 put_a_monster (op, monstername);
780 688
781 return n; 689 return n;
782} 690}
783 691
784 692
785/* Some local definitions for shuffle-attack */ 693/* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle { 694struct attacktype_shuffle
695{
787 int attacktype; 696 int attacktype;
788 int face; 697 int face;
789 } ATTACKS[22] = { 698} ATTACKS[22] =
699{
790 {AT_PHYSICAL,0}, 700 { AT_PHYSICAL, 0},
791 {AT_PHYSICAL,0}, /*face = explosion*/ 701 { AT_PHYSICAL, 0}, /*face = explosion */
792 {AT_PHYSICAL,0}, 702 { AT_PHYSICAL, 0},
793 {AT_MAGIC,1}, 703 { AT_MAGIC, 1},
794 {AT_MAGIC,1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
795 {AT_MAGIC,1}, 705 { AT_MAGIC, 1},
796 {AT_FIRE,2}, 706 { AT_FIRE, 2},
797 {AT_FIRE,2}, /* face = fire.... */ 707 { AT_FIRE, 2}, /* face = fire.... */
798 {AT_FIRE,2}, 708 { AT_FIRE, 2},
799 {AT_ELECTRICITY,3}, 709 { AT_ELECTRICITY, 3},
800 {AT_ELECTRICITY,3}, /* ball_lightning */ 710 { AT_ELECTRICITY, 3}, /* ball_lightning */
801 {AT_ELECTRICITY,3}, 711 { AT_ELECTRICITY, 3},
802 {AT_COLD,4},
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4}, 712 { AT_COLD, 4},
713 { AT_COLD, 4}, /* face=icestorm */
714 { AT_COLD, 4},
805 {AT_CONFUSION,5}, 715 { AT_CONFUSION, 5},
806 {AT_POISON,7}, 716 { AT_POISON, 7},
807 {AT_POISON,7}, /* face = acid sphere. generator */ 717 { AT_POISON, 7}, /* face = acid sphere. generator */
808 {AT_POISON,7}, /* poisoncloud face */ 718 { AT_POISON, 7}, /* poisoncloud face */
809 {AT_SLOW,8}, 719 { AT_SLOW, 8},
810 {AT_PARALYZE,9}, 720 { AT_PARALYZE, 9},
811 {AT_FEAR,10} }; 721 { AT_FEAR, 10},
812 722};
813
814 723
815/* shuffle_attack: peterm 724/* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
817 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
818 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
826 * would be nice. 735 * would be nice.
827 * I also fixed a bug here in that attacktype was |= - 736 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all 737 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */ 739 */
740void
831void shuffle_attack(object *op,int change_face) 741shuffle_attack (object *op, int change_face)
832{ 742{
833 int i; 743 int i;
744
834 i=rndm(0, 21); 745 i = rndm (0, 21);
835 746
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 747 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
837 748
838 if(change_face) { 749 if (change_face)
750 {
839 SET_ANIMATION(op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
840 } 752 }
841} 753}
842
843 754
844/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
845 * at casting a prayer. 756 * at casting a prayer.
846 * op is the player. 757 * op is the player.
847 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
848 * power is how much grace the spell would normally take to cast. 759 * power is how much grace the spell would normally take to cast.
849 */ 760 */
850 761
762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
851void prayer_failure(object *op, int failure,int power) 765prayer_failure (object *op, int failure, int power)
852{ 766{
853 const char *godname; 767 const char *godname;
854 object *tmp; 768 object *tmp;
855 769
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 770 if (!strcmp ((godname = determine_god (op)), "none"))
771 godname = "Your spirit";
857 772
858 if(failure<= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
859 { 774 {
860 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 775 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
861 tmp = get_archetype(SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
862 cast_cone(op,op,0,tmp); 777 cast_cone (op, op, 0, tmp);
863 free_object(tmp); 778 tmp->destroy ();
864 } 779 }
865 780
866 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
867 { 782 {
868 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
869 confuse_player(op,op,99); 784 confuse_player (op, op, 99);
870 } 785 }
871 else if (failure <= -60 && failure> -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
872 { 787 {
873 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 788 op->failmsgf ("%s requires you to pray NOW. "
874 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
875 paralyze_player(op,op,99); 791 paralyze_player (op, op, 99);
876 } 792 }
877 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
878 { 794 {
879 tmp = get_archetype(GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
880 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
881 cast_magic_storm(op,tmp, power); 797 cast_magic_storm (op, tmp, power);
882 } 798 }
883} 799}
884 800
885/* 801/*
886 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
887 * of failure badness. 803 * of failure badness.
888 * op is the player that failed. 804 * op is the player that failed.
889 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
890 * power is how many spellpoints you'd normally need for the spell. 806 * power is how many spellpoints you'd normally need for the spell.
891 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
892 */ 808 */
893 809void
894void spell_failure(object *op, int failure,int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
895{ 811{
896 object *tmp; 812 object *tmp;
897 813
898 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
899 return; 815 return;
900 816
901 if (failure<=-20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
902 { 818 {
903 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
904 tmp = get_archetype(SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
905 cast_cone(op,op,0,tmp); 821 cast_cone (op, op, 0, tmp);
906 free_object(tmp); 822 tmp->destroy ();
907 } 823 }
908 824
909 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
910 { 826 {
911 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 827 op->failmsg ("Your magic recoils on you, making you confused!");
912 confuse_player(op,op,99); 828 confuse_player (op, op, 99);
913 } 829 }
914 else if (failure <= -60 && failure> -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
915 { 831 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
917 paralyze_player(op,op,99); 833 paralyze_player (op, op, 99);
918 } 834 }
919 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
920 { 836 {
921 object *tmp; 837 object *tmp;
838
922 /* Safety check to make sure we don't get any mana storms in scorn */ 839 /* 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) { 840 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!"); 841 {
842 op->failmsg ("The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
926 844
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 } 845 }
943 } 846 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 { 847 {
954 LOG( llevError, "cast_party_spell: empty other arch\n" ); 848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
955 return 0; 849 tmp = archetype::get (LOOSE_MANA);
850 tmp->level = skill->level;
851
852 /* increase the area of destruction a little for more powerful spells */
853 tmp->range += isqrt (power);
854
855 if (power > 25)
856 tmp->stats.dam = 25 + isqrt (power);
857 else
858 tmp->stats.dam = power; /* nasty recoils! */
859
860 tmp->stats.maxhp = tmp->count;
861
862 tmp->insert_at (op);
956 } 863 }
957 spell = arch_to_object( spell_ob->other_arch ); 864 }
865}
958 866
867static int
868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
869{
870 if (!spell_ob->other_arch)
871 {
872 LOG (llevError, "cast_party_spell: empty other arch\n");
873 return 0;
874 }
875
876 object *spell = spell_ob->other_arch->instance ();
877
959 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
960 success = cast_spell( op, caster, dir, spell, stringarg ); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
961 880
962 if ( caster->contr->party == NULL ) 881 if (!op->contr || !op->contr->party)
963 { 882 {
964 remove_ob( spell ); 883 spell->remove ();
965 return success; 884 return success;
966 } 885 }
967 for( pl=first_player; pl!=NULL; pl=pl->next ) 886
968 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 887 for_all_players (pl)
969 { 888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
971 } 892
972 remove_ob( spell ); 893 spell->remove ();
973 return success; 894 return success;
974 } 895}
975 896
976/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
977 * 898 *
978 * op is the creature that is owner of the object that is casting the spell - 899 * op is the creature that is owner of the object that is casting the spell -
979 * eg, the player or monster. 900 * eg, the player or monster.
981 * same as op. 902 * same as op.
982 * dir is the direction to cast in. Note in some cases, if the spell 903 * 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. 904 * is self only, dir really doesn't make a difference.
984 * spell_ob is the spell object that is being cast. From that, 905 * spell_ob is the spell object that is being cast. From that,
985 * we can determine what to do. 906 * we can determine what to do.
986 * stringarg is any options that are being used. It can be NULL. Almost 907 * 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 908 * 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, 909 * parameters to a spell (eg, item to create, information for marking runes,
989 * etc. 910 * etc.
990 * returns 1 on successful cast, or 0 on error. These values should really 911 * 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 912 * be swapped, so that 0 is successful, and non zero is failure, with a code
998 * 919 *
999 * if it is a player casting the spell (op->type == PLAYER, op == caster), 920 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1000 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1002 */ 923 */
1003 924int
1004int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1005 926{
1006 const char *godname; 927 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype; 928 int success = 0;
1008 object *skill=NULL;
1009 929
1010 old_shoottype = op->contr ? op->contr->shoottype : 0; 930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1011 933
1012 if (!spell_ob) { 934 if (!spell_ob)
935 {
1013 LOG(llevError,"cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1014 return 0; 937 return 0;
1015 } 938 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1017 939
940 if (!strcmp ((godname = determine_god (op)), "none"))
941 godname = "A random spirit";
942
1018 /* the caller should set caster to op if appropriate */ 943 /* the caller should set caster to op if appropriate */
1019 if (!caster) { 944 if (!caster)
945 {
1020 LOG(llevError,"cast_spell: null caster object passed\n"); 946 LOG (llevError, "cast_spell: null caster object passed\n");
1021 return 0; 947 return 0;
1022 } 948 }
1023 949
1024 /* if caster is a spell casting object, this normally shouldn't be 950 /* if caster is a spell casting object, this normally shouldn't be
1025 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1026 */ 952 */
1027 if (caster->path_denied & spell_ob->path_attuned) { 953 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."); 954 {
955 op->failmsg ("That spell path is denied to you.");
1029 return 0; 956 return 0;
1030 } 957 }
1031 958
959 object *skill = 0;
960
1032 /* if it is a player casting the spell, and they are really casting it 961 /* 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 962 * (vs it coming from a wand, scroll, or whatever else), do some
1034 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1035 * don't need the skill, bypass level checks, etc. The monster function 964 * don't need the SKILL, BYpass level checks, etc. The monster function
1036 * should take care of that. 965 * should take care of that.
1037 * Remove the wiz check here and move it further down - some spells 966 * 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 967 * need to have the right skill pointer passed, so we need to
1039 * at least process that code. 968 * at least process that code.
1040 */ 969 */
1041 if (op->type == PLAYER && op == caster) { 970 if (op->type == PLAYER && op == caster)
1042 cast_level = caster_level(caster, spell_ob); 971 {
1043 if (spell_ob->skill) { 972 if (spell_ob->skill)
973 {
1044 skill = find_skill_by_name(op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
975
1045 if (!skill) { 976 if (!skill)
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 977 {
978 op->failmsgf ("You need the %s skill to cast %s! "
979 "H<You either need to learn the skill via a skill scroll "
980 "or you need to wear a talisman, holy symbol or another skill tool.>",
1047 &spell_ob->skill, &spell_ob->name); 981 &spell_ob->skill, &spell_ob->name);
1048 return 0; 982 return 0;
1049 } 983 }
1050 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 984
1051 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
990 {
991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1003 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1052 return 0; 1007 return 0;
1053 } 1008 }
1054 } 1009 }
1010
1055 /* If the caster is the wiz, they don't ever fail, and don't have 1011 /* If the caster is the wiz, they don't ever fail, and don't have
1056 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1057 */ 1013 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1014 if (!op->flag [FLAG_WIZCAST])
1015 {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1060 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1017 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."); 1018 {
1019 op->failmsg ("You don't have enough mana!");
1062 return 0; 1020 return 0;
1063 } 1021 }
1022
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1065 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { 1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1025 {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1026 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) { 1027 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); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1029 else
1070 } 1030 {
1071 else {
1072 prayer_failure(op,op->stats.grace,
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1031 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); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1075 return 0; 1033 return 0;
1076 } 1034 }
1077 } 1035 }
1078 1036
1079 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1080 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1038 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])) { 1039 (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 } 1040 {
1041 op->contr->play_sound (sound_find ("fumble_spell"));
1042 op->failmsg ("You fumble the prayer.");
1043
1087 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1044 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1088 return 0; 1045 return 0;
1046 }
1089 } else if (spell_ob->stats.sp) { 1047 else if (spell_ob->stats.sp)
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1048 {
1091 op->contr->encumbrance +op->level - spell_ob->level +35; 1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1092 1050
1093 if( failure < 0) { 1051 if (failure < 0)
1052 {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1095 if (settings.spell_failure_effects == TRUE) 1054 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1098 skill); 1056
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); 1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1101 return 0; 1058 return 0;
1102 } 1059 }
1103 } 1060 }
1104 } 1061 }
1105 } 1062 }
1106
1107 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1108 1063
1064 int mflags = op->ms ().flags ();
1065
1109 /* See if we can cast a spell here. If the caster and op are 1066 /* 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 1067 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1112 * doing. 1069 * doing.
1113 */ 1070 */
1114 1071
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 { 1073 {
1117 new_draw_info(NDI_UNIQUE, 0,op, 1074 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!."); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1076 return 0;
1077 }
1078
1079 if ((spell_ob->type == SPELL)
1080 && (caster->type != POTION)
1081 && !op->flag [FLAG_WIZCAST]
1082 && (caster->flag [FLAG_ALIVE]
1083 || op->flag [FLAG_ALIVE])
1084 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1085 {
1086 if (op->type != PLAYER)
1119 return 0; 1087 return 0;
1120 }
1121 1088
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) 1089 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); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1091 else if (object *item = op->contr->ranged_ob)
1092 {
1093 if (item->type == SPELL)
1094 op->failmsg ("Something blocks your spellcasting.");
1095 else if (item->type == SCROLL)
1096 op->failmsg ("Something blocks the magic of your scroll.");
1097 else
1098 op->failmsg ("Something blocks the magic of your item.");
1099 }
1100 else
1101 op->failmsg ("Something blocks the spell!");
1102
1103 return 0;
1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1109 /* Take into account how long it takes to cast the spell.
1110 * if the player is casting it, then we use the time in
1111 * the spell object. If it is a spell object, have it
1112 * take two ticks. Things that cast spells on the players
1113 * behalf (eg, altars, and whatever else) shouldn't cost
1114 * the player any time.
1115 * Ignore casting time for firewalls
1116 */
1117 if (caster == op && caster->type != FIREWALL)
1118 {
1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1120 /* Other portions of the code may also decrement the speed of the player, so
1121 * put a lower limit so that the player isn't stuck here too long
1122 */
1123 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1125 }
1126 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1127 op->speed_left -= 2 * op->speed;
1128
1129 if (op->type == PLAYER && op == caster)
1130 {
1131 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1133 }
1134
1135 /* We want to try to find the skill to properly credit exp.
1136 * for spell casting objects, the exp goes to the skill the casting
1137 * object requires.
1138 */
1139 if (op != caster && !skill && caster->skill)
1140 {
1141 skill = find_skill_by_name (op, caster->skill);
1142
1143 if (!skill)
1144 {
1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1146 return 0;
1147 }
1148 }
1149
1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1151 return RESULT_INT (0);
1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1159
1160 switch (spell_ob->subtype)
1161 {
1162 /* The order of case statements is same as the order they show up
1163 * in spells.h.
1164 */
1165 case SP_RAISE_DEAD:
1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1167 break;
1168
1169 case SP_RUNE:
1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1171 break;
1172
1173 case SP_MAKE_MARK:
1174 success = write_mark (op, spell_ob, spellparam);
1175 break;
1176
1177 case SP_BOLT:
1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1179 break;
1180
1181 case SP_BULLET:
1182 success = fire_bullet (op, caster, dir, spell_ob);
1183 break;
1184
1185 case SP_CONE:
1186 success = cast_cone (op, caster, dir, spell_ob);
1187 break;
1188
1189 case SP_BOMB:
1190 success = create_bomb (op, caster, dir, spell_ob);
1191 break;
1192
1193 case SP_WONDER:
1194 success = cast_wonder (op, caster, dir, spell_ob);
1195 break;
1196
1197 case SP_SMITE:
1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1199 break;
1200
1201 case SP_MAGIC_MISSILE:
1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1203 break;
1204
1205 case SP_SUMMON_GOLEM:
1206 success = summon_golem (op, caster, dir, spell_ob);
1207 break;
1208
1209 case SP_DIMENSION_DOOR:
1210 /* dimension door needs the actual caster, because that is what is
1211 * moved.
1212 */
1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1214 break;
1215
1216 case SP_MAGIC_MAPPING:
1217 if (op->type == PLAYER)
1218 {
1219 spell_effect (spell_ob, op->x, op->y, op->map, op);
1220 draw_magic_map (op);
1221 success = 1;
1222 }
1135 else 1223 else
1136 switch(op->contr->shoottype) 1224 success = 0;
1137 {
1138 case range_magic:
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1140 break; 1225 break;
1141 case range_misc: 1226
1142 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1227 case SP_MAGIC_WALL:
1228 success = magic_wall (op, caster, dir, spell_ob);
1143 break; 1229 break;
1144 case range_golem: 1230
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1231 case SP_DESTRUCTION:
1232 success = cast_destruction (op, caster, spell_ob);
1146 break; 1233 break;
1147 default: 1234
1235 case SP_PERCEIVE_SELF:
1236 success = perceive_self (op);
1148 break; 1237 break;
1149 }
1150 return 0;
1151 }
1152 1238
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1239 case SP_WORD_OF_RECALL:
1154 if (op->casting_time==-1) { /* begin the casting */ 1240 success = cast_word_of_recall (op, caster, spell_ob);
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1241 break;
1156 op->spell = spell_ob; 1242
1157 /* put the stringarg into the object struct so that when the 1243 case SP_INVISIBLE:
1158 * spell is actually cast, it knows about the stringarg. 1244 success = cast_invisible (op, caster, spell_ob);
1159 * necessary for the invoke command spells. 1245 break;
1160 */ 1246
1161 if(stringarg) { 1247 case SP_PROBE:
1162 op->spellarg = strdup_local(stringarg); 1248 success = probe (op, caster, spell_ob, dir);
1163 } 1249 break;
1164 else op->spellarg=NULL; 1250
1165 return 0; 1251 case SP_HEALING:
1166 } 1252 success = cast_heal (op, caster, spell_ob, dir);
1167 else if (op->casting_time != 0) { 1253 break;
1168 if (op->type == PLAYER ) 1254
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1255 case SP_CREATE_FOOD:
1170 return 0; 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1171 } else { /* casting_time == 0 */ 1257 break;
1172 op->casting_time = -1; 1258
1173 spell_ob = op->spell; 1259 case SP_EARTH_TO_DUST:
1174 stringarg = op->spellarg; 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1175 } 1261 break;
1176 } else { 1262
1177 /* Take into account how long it takes to cast the spell. 1263 case SP_CHANGE_ABILITY:
1178 * if the player is casting it, then we use the time in 1264 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1179 * the spell object. If it is a spell object, have it 1265 break;
1180 * take two ticks. Things that cast spells on the players 1266
1181 * behalf (eg, altars, and whatever else) shouldn't cost 1267 case SP_BLESS:
1182 * the player any time. 1268 success = cast_bless (op, caster, spell_ob, dir);
1183 * Ignore casting time for firewalls 1269 break;
1270
1271 case SP_CURSE:
1272 success = cast_curse (op, caster, spell_ob, dir);
1273 break;
1274
1275 case SP_SUMMON_MONSTER:
1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1277 break;
1278
1279 case SP_CHARGING:
1280 success = recharge (op, caster, spell_ob);
1281 break;
1282
1283 case SP_POLYMORPH:
1284#ifdef NO_POLYMORPH
1285 /* Not great, but at least provide feedback so if players do have
1286 * polymorph (ie, find it as a preset item or left over from before
1287 * it was disabled), they get some feedback.
1184 */ 1288 */
1185 if (caster == op && caster->type != FIREWALL) { 1289 op->failmsg ("The spell fizzles!");
1186 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1290 success = 0;
1187 /* Other portions of the code may also decrement the speed of the player, so 1291#else
1188 * put a lower limit so that the player isn't stuck here too long 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1189 */ 1293#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; 1294 break;
1226 1295
1227 case SP_RUNE: 1296 case SP_ALCHEMY:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg); 1297 success = alchemy (op, caster, spell_ob);
1229 break; 1298 break;
1230 1299
1231 case SP_MAKE_MARK: 1300 case SP_REMOVE_CURSE:
1232 success = write_mark(op, spell_ob, stringarg); 1301 success = remove_curse (op, caster, spell_ob);
1233 break; 1302 break;
1234 1303
1235 case SP_BOLT: 1304 case SP_IDENTIFY:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill); 1305 success = cast_identify (op, caster, spell_ob);
1237 break; 1306 break;
1238 1307
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: 1308 case SP_DETECTION:
1290 success = cast_destruction(op,caster,spell_ob); 1309 success = cast_detection (op, caster, spell_ob, skill);
1291 break; 1310 break;
1292 1311
1293 case SP_PERCEIVE_SELF: 1312 case SP_MOOD_CHANGE:
1294 success = perceive_self(op); 1313 success = mood_change (op, caster, spell_ob);
1295 break; 1314 break;
1296 1315
1297 case SP_WORD_OF_RECALL: 1316 case SP_MOVING_BALL:
1298 success = cast_word_of_recall(op,caster,spell_ob); 1317 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 */ 1318 {
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1348 success = 0; 1320 success = 0;
1349#else 1321 }
1350 success = cast_polymorph(op,caster,spell_ob, dir); 1322 else
1351#endif 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1352 break; 1324 break;
1353 1325
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: 1326 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1388 break; 1328 break;
1389 1329
1390 case SP_CHANGE_MANA: 1330 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir); 1331 success = cast_transfer (op, caster, spell_ob, dir);
1392 break; 1332 break;
1393 1333
1394 case SP_DISPEL_RUNE: 1334 case SP_DISPEL_RUNE:
1395 /* in rune.c */ 1335 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1397 break; 1337 break;
1398 1338
1399 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1401 break; 1341 break;
1402 1342
1403 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1405 break; 1345 break;
1406 1346
1407 case SP_ANIMATE_WEAPON: 1347 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir); 1348 success = animate_weapon (op, caster, spell_ob, dir);
1409 old_shoottype = range_golem;
1410 break; 1349 break;
1411 1350
1412 case SP_LIGHT: 1351 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir); 1352 success = cast_light (op, caster, spell_ob, dir);
1414 break; 1353 break;
1415 1354
1416 case SP_CHANGE_MAP_LIGHT: 1355 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob); 1356 success = cast_change_map_lightlevel (op, caster, spell_ob);
1418 break; 1357 break;
1419 1358
1420 case SP_FAERY_FIRE: 1359 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob); 1360 success = cast_destruction (op, caster, spell_ob);
1422 break; 1361 break;
1423 1362
1424 case SP_CAUSE_DISEASE: 1363 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir); 1364 success = cast_cause_disease (op, caster, spell_ob, dir);
1426 break; 1365 break;
1427 1366
1428 case SP_AURA: 1367 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1430 break; 1369 break;
1431 1370
1432 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir);
1434 break;
1435
1436 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1438 break; 1373 break;
1439 1374
1440 default: 1375 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", 1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1381
1382 op->play_sound (
1383 success
1384 ? spell_ob->sound
1443 spell_ob->subtype); 1385 ? spell_ob->sound
1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1444 1389
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; 1390 return success;
1465} 1391}
1466 1392
1467
1468/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1471 */ 1396 */
1397void
1472void move_spell_effect(object *op) { 1398move_spell_effect (object *op)
1473 1399{
1474 switch (op->subtype) { 1400 switch (op->subtype)
1401 {
1475 case SP_BOLT: 1402 case SP_BOLT:
1476 move_bolt(op); 1403 move_bolt (op);
1477 break; 1404 break;
1478 1405
1479 case SP_BULLET: 1406 case SP_BULLET:
1480 move_bullet(op); 1407 move_bullet (op);
1481 break; 1408 break;
1482 1409
1483 case SP_EXPLOSION: 1410 case SP_EXPLOSION:
1484 explosion(op); 1411 explosion (op);
1485 break; 1412 break;
1486 1413
1487 case SP_CONE: 1414 case SP_CONE:
1488 move_cone(op); 1415 move_cone (op);
1489 break; 1416 break;
1490 1417
1491 case SP_BOMB: 1418 case SP_BOMB:
1492 animate_bomb(op); 1419 animate_bomb (op);
1493 break; 1420 break;
1494 1421
1495 case SP_MAGIC_MISSILE: 1422 case SP_MAGIC_MISSILE:
1496 move_missile(op); 1423 move_missile (op);
1497 break; 1424 break;
1498 1425
1499 case SP_WORD_OF_RECALL: 1426 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op); 1427 execute_word_of_recall (op);
1501 break; 1428 break;
1502 1429
1503 case SP_MOVING_BALL: 1430 case SP_MOVING_BALL:
1504 move_ball_spell(op); 1431 move_ball_spell (op);
1505 break; 1432 break;
1506 1433
1507 case SP_SWARM: 1434 case SP_SWARM:
1508 move_swarm_spell(op); 1435 move_swarm_spell (op);
1509 break; 1436 break;
1510 1437
1511 case SP_AURA: 1438 case SP_AURA:
1512 move_aura(op); 1439 move_aura (op);
1513 break; 1440 break;
1514
1515 } 1441 }
1516} 1442}
1517 1443
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 1444/* This is called by move_apply. Basically, if someone
1536 * moves onto a spell effect and the walk_on or fly_on flags 1445 * 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 1446 * are set, this is called. This should only be called for
1538 * objects of the appropraite type. 1447 * objects of the appropriate type.
1539 */ 1448 */
1449void
1540void apply_spell_effect(object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1541{ 1451{
1542 switch (spell->subtype) { 1452 switch (spell->subtype)
1453 {
1543 case SP_CONE: 1454 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break; 1457 break;
1547 1458
1548 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1460 if (victim->flag [FLAG_ALIVE])
1550 tag_t spell_tag = spell->count; 1461 {
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) { 1463 spell->destroy ();
1553 remove_ob (spell);
1554 free_object (spell);
1555 }
1556 } 1464 }
1557 break; 1465 break;
1558 1466
1559 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1563 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1472
1564 break; 1473 break;
1565 } 1474 }
1566} 1475}
1476
1477/**
1478 * This function will let a fireball explode at the position of
1479 * the victim with a specific maximum level.
1480 */
1481void
1482create_exploding_ball_at (object *victim, int level)
1483{
1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487 ball->insert_at (victim);
1488}

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