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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.4 by root, Fri Aug 25 17:11:53 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 1.4 2006/08/25 17:11:53 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 (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 75 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 76 dest->skill = spob->skill;
81 else if (caster->skill) 77 else
82 dest->skill = add_refcount(caster->skill); 78 dest->skill = caster->skill;
83}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 79}
141 80
142/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
143 * 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
144 */ 83 */
145 84void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 86{
149
150 if (spob->other_arch != NULL) { 87 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 88 map->insert (spob->other_arch->instance (), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int min_casting_level(object *caster, object *spell)
171{ 93{
172 int new_level; 94 // compute the attuned/repelled bonus
173 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
174 if (caster->path_denied & spell->path_attuned) { 96 // repell has no such quarrels
175 /* 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)
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188} 99}
189
190 100
191/* This function returns the effective level the spell 101/* This function returns the effective level the spell
192 * is being cast at. 102 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */ 103 */
197 104int
198int caster_level(object *caster, object *spell) 105casting_level (object *caster, object *spell)
199{ 106{
200 int level = caster->level; 107 int level = caster->level;
201 108
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* 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. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 111 {
217 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);
218 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
114
219 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
220 }
221 116 }
222 /* 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 */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 118 if (object *skill = caster->contr->find_skill (spell->skill))
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 119 level = skill->level;
225 120
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
226 /* 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
227 * errors in various places. 130 * errors in various places.
228 */ 131 */
229 if (level < 1) level = 1; 132 return clamp (level, 1, settings.max_level);
230 return level;
231} 133}
232 134
233/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
239 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
240 * spell is the spell object. 142 * spell is the spell object.
241 * 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
242 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
243 */ 145 */
244 146sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 148{
247 int sp, grace, level = caster_level(caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
248 150
249 if (settings.spellpoint_level_depend == TRUE) { 151 if (settings.spellpoint_level_depend == TRUE)
152 {
250 if (spell->stats.sp && spell->stats.maxsp) { 153 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
252 (1.0 + MAX(0, 155 else
253 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254 }
255 else sp = spell->stats.sp; 156 sp = spell->stats.sp;
256 157
257 sp *= (int) PATH_SP_MULT(caster,spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 159 if (!sp && spell->stats.sp)
160 sp = 1;
259 161
260 if (spell->stats.grace && spell->stats.maxgrace) { 162 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
262 (1.0 + MAX(0, 164 else
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264 }
265 else grace = spell->stats.grace; 165 grace = spell->stats.grace;
266 166
267 grace *= (int) PATH_SP_MULT(caster,spell); 167 grace *= PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 168 if (spell->stats.grace && !grace)
269 } else { 169 grace = 1;
170 }
171 else
172 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 174 if (spell->stats.sp && !sp)
175 sp = 1;
176
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 178 if (spell->stats.grace && !grace)
179 grace = 1;
274 } 180 }
181
275 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 183 return max (sp, grace);
277 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
278 return grace; 185 return grace;
279 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
280 return sp; 187 return sp;
281 else { 188 else
189 {
282 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);
283 return 0; 191 return 0;
284 } 192 }
285} 193}
286 194
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}
287 205
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
290 */ 208 */
209int
291int SP_level_dam_adjust(object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
292{ 211{
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
301} 216}
302 217
303/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
306 */ 221 */
222int
307int SP_level_duration_adjust(object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
308{ 224{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier) 225 if (!spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 229}
319 230
320/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
323 */ 234 */
235int
324int SP_level_range_adjust(object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
325{ 237{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier) 238 if (!spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
335} 242}
336 243
337/* 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
338 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
339 * 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.
340 */ 247 */
248object *
341object *check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
342{ 250{
343 object *spop; 251 object *spop;
344 252
345 for (spop=op->inv; spop; spop=spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 254 if (spop->type == SPELL && spop->name == name)
255 return spop;
347 256
348 return NULL; 257 return 0;
349} 258}
350 259
351 260/*
352/*
353 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 266 * exact match, we also return NULL.
359 */ 267 */
360 268object *
361object *lookup_spell_by_name(object *op,const char *spname) { 269object::find_spell (const_utf8_string prefix) const
362 object *spob1=NULL, *spob2=NULL, *spob; 270{
363 int nummatch=0; 271 if (shstr_cmp name = prefix)
364 272 {
365 if(spname==NULL) return NULL; 273 // case 1, match spell name exactly
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) { 274 for (object *spob = inv; spob; spob = spob->below)
372 if (spob->type == SPELL) { 275 if (spob->name == name && spob->type == SPELL)
373 if (!strncmp(spob->name, spname, strlen(spname))) { 276 return spob;
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 } 277 }
387 } 278 else
388 } 279 {
389 /* if we have best match, return it. Otherwise, if we have one match 280 // case 2, match prefix
390 * on the loser match, return that, otehrwise null 281 int len = strlen (prefix);
391 */ 282
392 if (spob2) return spob2; 283 for (object *spob = inv; spob; spob = spob->below)
393 if (spob1 && nummatch == 1) return spob1; 284 if (spob->type == SPELL
394 return NULL; 285 && spob->name.length () < len
286 && prefix [spob->name.length ()] <= ' '
287 && !memcmp (prefix, spob->name, spob->name.length ()))
288 return spob;
289 }
290
291 return 0;
395} 292}
396 293
397/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 297 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 298 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
403 */ 300 */
301int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 302reflwall (maptile *m, int x, int y, object *sp_op)
405 object *op; 303{
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 304 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 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;
414} 314}
415 315
416/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
421 * in. 321 * destroys the object is unsuccessful.
422 */ 322 */
323bool
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 325{
425 mapstruct *m; 326 mapxy pos (op);
426 sint16 sx, sy; 327 pos.move (dir);
427 328
428 if(dir && 329 if (!pos.normalise ()
429 ((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
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 332 )
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
433 dir = 0;
434 } 333 {
435 new_op->x=op->x+freearr_x[dir]; 334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
436 new_op->y=op->y+freearr_y[dir]; 335 new_op->destroy ();
437 if (dir == 0) 336 return 0;
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 337 }
439 else 338
440 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)
441 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;
442} 362}
443 363
444/* 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.
445 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
448 * 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
449 * 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.
450 * 370 */
451 */ 371int
452
453int 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)
454 object *tmp; 373{
455 int mflags; 374 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 375 return 0;
490 376
377 mapspace &ms = m->at (x, y);
378 ms.update ();
379
380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
381 return 0;
382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
386 {
387 /* If there is a counterspell on the space, and this
388 * object is using magic, don't progress. I believe we could
389 * leave this out and let in progress, and other areas of the code
390 * will then remove it, but that would seem to to use more
391 * resources, and may not work as well if a player is standing
392 * on top of a counterwall spell (may hit the player before being
393 * removed.) On the other hand, it may be more dramatic for the
394 * spell to actually hit the counterwall and be sucked up.
491 /* 395 */
396 if ((tmp->attacktype & AT_COUNTERSPELL)
397 && !tmp->flag [FLAG_MONSTER]
398 && (tmp->type != PLAYER)
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
409 && (immune_stop & AT_MAGIC))
410 return 0;
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 {
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if (tmp->stats.maxhp == op->stats.maxhp)
424 return 0;
425
426 /*
492 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 429 * playability reasons.
495 */ 430 */
496 if (tmp->arch == op->arch
497 && tmp->type == op->type
498 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (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)))
502 ) { 432 if (mergable_owner (tmp, op))
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 433 {
504 tmp->range = MAX (tmp->range, op->range); 434 // if same owner, then combine, but reduce advantage of multiple spells
505 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)
506 return 0; 446 return 0;
507 } 447 }
508 448
509 /* 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
510 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
511 */ 451 */
512 } 452 }
453
513 /* If it passes the above tests, it must be OK */ 454 /* If it passes the above tests, it must be OK */
514 return 1; 455 return 1;
515} 456}
516 457
517/* fire_arch_from_position: fires an archetype. 458/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 459 * op: person firing the object.
519 * caster: object casting the spell. 460 * caster: object casting the spell.
522 * dir: direction to fire in. 463 * dir: direction to fire in.
523 * 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
524 * to fire. 465 * to fire.
525 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
526 */ 467 */
527 468int
528int 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)
529 int dir, object *spell)
530{ 470{
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL) 471 if (!spell->other_arch)
536 return 0; 472 return 0;
537 473
538 m = op->map; 474 object *tmp = spell->other_arch->instance ();
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 475
540 if (mflags & P_OUT_OF_MAP) { 476 if (!tmp)
541 return 0; 477 return 0;
542 }
543 478
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 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);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* 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 */
560 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir; 485 tmp->direction = dir;
566 if (get_owner (op) != NULL) 486 tmp->set_owner (op);
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
572 489
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0; 492 if (!tailor_god_spell (tmp, op))
576 } 493 return 0;
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 494
495 if (tmp->flag [FLAG_IS_TURNABLE])
578 SET_ANIMATION(tmp, dir); 496 SET_ANIMATION (tmp, dir);
579 497
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
581 return 1;
582
583 move_spell_effect(tmp); 499 move_spell_effect (tmp);
584 500
585 return 1; 501 return 1;
586} 502}
587
588
589 503
590/***************************************************************************** 504/*****************************************************************************
591 * 505 *
592 * Code related to rods - perhaps better located in another file? 506 * Code related to rods - perhaps better located in another file?
593 * 507 *
594 ****************************************************************************/ 508 ****************************************************************************/
595 509void
596void regenerate_rod(object *rod) { 510regenerate_rod (object *rod)
511{
597 if (rod->stats.hp < rod->stats.maxhp) { 512 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 514}
604 515
605 516void
606void drain_rod_charge(object *rod) { 517drain_rod_charge (object *rod)
518{
607 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);
608} 520}
609
610
611
612 521
613/* this function is commonly used to find a friendly target for 522/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 523 * spells such as heal or protection or armour
615 * 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),
616 * 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
617 * NULL if no good object. 526 * NULL if no good object.
618 */ 527 */
619 528object *
620object *find_target_for_friendly_spell(object *op,int dir) { 529find_target_for_friendly_spell (object *op, int dir)
530{
621 object *tmp; 531 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 532
626 /* 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,
627 * we then make the owner of this object the target. 534 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 535 * The owner could very well be no where near op.
629 */ 536 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 537 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 538 {
539 tmp = op->owner;
632 /* 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
633 * to the caster. 541 * to the caster.
634 */ 542 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
544 tmp = op;
545 }
546 else
636 } 547 {
637 else { 548 maptile *m = op->map;
638 m = op->map; 549 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 550 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 551
641 552 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 ? m->at (x, y).player ()
643 554 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 555 }
556
652 /* 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 */
653 if(tmp==NULL) 558 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 559 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 560
670 return tmp; 561 return tmp;
671} 562}
672
673
674 563
675/* raytrace: 564/* raytrace:
676 * 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
677 * 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
678 * live objects. 567 * live objects.
681 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
682 * 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
683 * any, otherwise -1. 572 * any, otherwise -1.
684 * 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.
685 */ 574 */
686 575int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 576spell_find_dir (maptile *m, int x, int y, object *exclude)
577{
688 int i,max=SIZEOFFREE; 578 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 579 sint16 nx, ny;
690 int owner_type=0, mflags; 580 int owner_type = 0, mflags;
691 object *tmp; 581 object *tmp;
692 mapstruct *mp; 582 maptile *mp;
693 583
694 if (exclude && exclude->head) 584 if (exclude && exclude->head)
695 exclude = exclude->head; 585 exclude = exclude->head;
696 if (exclude && exclude->type) 586 if (exclude && exclude->type)
697 owner_type = exclude->type; 587 owner_type = exclude->type;
698 588
699 for(i=rndm(1, 8);i<max;i++) { 589 for (i = rndm (1, 8); i < max; i++)
590 {
700 nx = x + freearr_x[i]; 591 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 592 ny = y + freearr_y[i];
702 mp = m; 593 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 594 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 595 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
596 continue;
705 597
706 tmp=get_map_ob(mp,nx,ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
707 599
708 while(tmp!=NULL && (((owner_type==PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 602 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 603 tmp = tmp->above;
713 604
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 606 return freedir[i];
716 } 607 }
717 return -1; /* flag for "keep going the way you were" */ 608 return -1; /* flag for "keep going the way you were" */
718} 609}
719
720
721 610
722/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
725 */ 614 */
726 615static void
727void put_a_monster(object *op,const char *monstername) { 616put_a_monster (object *op, const char *monstername)
617{
728 object *tmp,*head=NULL,*prev=NULL; 618 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 619 archetype *at;
730 int dir; 620 int dir;
731 621
732 /* Handle cases where we are passed a bogus mosntername */ 622 /* Handle cases where we are passed a bogus mosntername */
733 623
734 if((at=find_archetype(monstername))==NULL) return; 624 if ((at = archetype::find (monstername)) == NULL)
625 return;
735 626
736 /* find a free square nearby 627 /* find a free square nearby
737 * first we check the closest square for free squares 628 * first we check the closest square for free squares
738 */ 629 */
739 630
740 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);
741 if(dir!=-1) { 632 if (dir != -1)
633 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 634 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 635 * insert multipart monsters properly
744 */ 636 */
745 while (at!=NULL) { 637 //TODO: use expand_tail + ...
746 tmp=arch_to_object(at); 638 while (at != NULL)
639 {
640 tmp = at->instance ();
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
749 tmp->map = op->map; 643 tmp->map = op->map;
750 if (head) { 644 if (head)
751 tmp->head=head; 645 {
752 prev->more=tmp; 646 tmp->head = head;
753 } 647 prev->more = tmp;
754 if (!head) head=tmp; 648 }
755 prev=tmp;
756 at=at->more;
757 }
758 649
650 if (!head)
651 head = tmp;
652
653 prev = tmp;
654
655 at = (archetype *)at->more;
656 }
657
759 if (head->randomitems) 658 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 660
762 insert_ob_in_map(head,op->map,op,0); 661 insert_ob_in_map (head, op->map, op, 0);
763 662
764 /* thought it'd be cool to insert a burnout, too.*/ 663 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 664 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
766 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0);
770 } 665 }
771} 666}
772 667
773/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 669 * places them in nearby squares.
781 * 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
782 * 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
783 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
785 */ 680 */
786 681int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 682summon_hostile_monsters (object *op, int n, const char *monstername)
683{
788 int i; 684 int i;
685
789 for(i=0;i<n;i++) 686 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 687 put_a_monster (op, monstername);
791 688
792 return n; 689 return n;
793} 690}
794 691
795 692
796/* Some local definitions for shuffle-attack */ 693/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 694struct attacktype_shuffle
695{
798 int attacktype; 696 int attacktype;
799 int face; 697 int face;
800 } ATTACKS[22] = { 698} ATTACKS[22] =
699{
801 {AT_PHYSICAL,0}, 700 { AT_PHYSICAL, 0},
802 {AT_PHYSICAL,0}, /*face = explosion*/ 701 { AT_PHYSICAL, 0}, /*face = explosion */
803 {AT_PHYSICAL,0}, 702 { AT_PHYSICAL, 0},
804 {AT_MAGIC,1}, 703 { AT_MAGIC, 1},
805 {AT_MAGIC,1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
806 {AT_MAGIC,1}, 705 { AT_MAGIC, 1},
807 {AT_FIRE,2}, 706 { AT_FIRE, 2},
808 {AT_FIRE,2}, /* face = fire.... */ 707 { AT_FIRE, 2}, /* face = fire.... */
809 {AT_FIRE,2}, 708 { AT_FIRE, 2},
810 {AT_ELECTRICITY,3}, 709 { AT_ELECTRICITY, 3},
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 710 { AT_ELECTRICITY, 3}, /* ball_lightning */
812 {AT_ELECTRICITY,3}, 711 { AT_ELECTRICITY, 3},
813 {AT_COLD,4},
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 712 { AT_COLD, 4},
713 { AT_COLD, 4}, /* face=icestorm */
714 { AT_COLD, 4},
816 {AT_CONFUSION,5}, 715 { AT_CONFUSION, 5},
817 {AT_POISON,7}, 716 { AT_POISON, 7},
818 {AT_POISON,7}, /* face = acid sphere. generator */ 717 { AT_POISON, 7}, /* face = acid sphere. generator */
819 {AT_POISON,7}, /* poisoncloud face */ 718 { AT_POISON, 7}, /* poisoncloud face */
820 {AT_SLOW,8}, 719 { AT_SLOW, 8},
821 {AT_PARALYZE,9}, 720 { AT_PARALYZE, 9},
822 {AT_FEAR,10} }; 721 { AT_FEAR, 10},
823 722};
824
825 723
826/* shuffle_attack: peterm 724/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
828 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
829 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
837 * would be nice. 735 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 736 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 737 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 739 */
740void
842void shuffle_attack(object *op,int change_face) 741shuffle_attack (object *op, int change_face)
843{ 742{
844 int i; 743 int i;
744
845 i=rndm(0, 21); 745 i = rndm (0, 21);
846 746
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 747 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 748
849 if(change_face) { 749 if (change_face)
750 {
850 SET_ANIMATION(op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
851 } 752 }
852} 753}
853
854 754
855/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
856 * at casting a prayer. 756 * at casting a prayer.
857 * op is the player. 757 * op is the player.
858 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
859 * 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.
860 */ 760 */
861 761
762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
862void prayer_failure(object *op, int failure,int power) 765prayer_failure (object *op, int failure, int power)
863{ 766{
864 const char *godname; 767 const char *godname;
865 object *tmp; 768 object *tmp;
866 769
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 770 if (!strcmp ((godname = determine_god (op)), "none"))
771 godname = "Your spirit";
868 772
869 if(failure<= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
870 { 774 {
871 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);
872 tmp = get_archetype(SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 777 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 778 tmp->destroy ();
875 } 779 }
876 780
877 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
878 { 782 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
880 confuse_player(op,op,99); 784 confuse_player (op, op, 99);
881 } 785 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 787 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 788 op->failmsgf ("%s requires you to pray NOW. "
885 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
886 paralyze_player(op,op,99); 791 paralyze_player (op, op, 99);
887 } 792 }
888 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
889 { 794 {
890 tmp = get_archetype(GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
892 cast_magic_storm(op,tmp, power); 797 cast_magic_storm (op, tmp, power);
893 } 798 }
894} 799}
895 800
896/* 801/*
897 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
898 * of failure badness. 803 * of failure badness.
899 * op is the player that failed. 804 * op is the player that failed.
900 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
901 * 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.
902 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
903 */ 808 */
904 809void
905void spell_failure(object *op, int failure,int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
906{ 811{
907 object *tmp; 812 object *tmp;
908 813
909 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
910 return; 815 return;
911 816
912 if (failure<=-20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
913 { 818 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 821 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 822 tmp->destroy ();
918 } 823 }
919 824
920 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
921 { 826 {
922 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!");
923 confuse_player(op,op,99); 828 confuse_player (op, op, 99);
924 } 829 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 831 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
928 paralyze_player(op,op,99); 833 paralyze_player (op, op, 99);
929 } 834 }
930 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
931 { 836 {
932 object *tmp; 837 object *tmp;
838
933 /* 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 */
934 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)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 841 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 842 op->failmsg ("The magic warps and you are turned inside out!");
966 return 0; 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
844
967 } 845 }
968 spell = arch_to_object( spell_ob->other_arch ); 846 else
969
970 /* Always cast spell on caster */
971 success = cast_spell( op, caster, dir, spell, stringarg );
972
973 if ( caster->contr->party == NULL )
974 { 847 {
975 remove_ob( spell ); 848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
976 return success; 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);
977 } 863 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 864 }
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 865}
980 { 866
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 867static int
982 } 868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
983 remove_ob( spell ); 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
878 /* Always cast spell on caster */
879 int success = cast_spell (op, caster, dir, spell, spellparam);
880
881 if (!op->contr || !op->contr->party)
882 {
883 spell->remove ();
984 return success; 884 return success;
985 } 885 }
886
887 for_all_players (pl)
888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
892
893 spell->remove ();
894 return success;
895}
986 896
987/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
988 * 898 *
989 * 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 -
990 * eg, the player or monster. 900 * eg, the player or monster.
992 * same as op. 902 * same as op.
993 * 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
994 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
995 * 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,
996 * we can determine what to do. 906 * we can determine what to do.
997 * 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
998 * 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
999 * 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,
1000 * etc. 910 * etc.
1001 * 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
1002 * 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
1009 * 919 *
1010 * 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),
1011 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1013 */ 923 */
1014 924int
1015int 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)
1016 926{
1017 const char *godname; 927 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 928 int success = 0;
1019 object *skill=NULL;
1020 929
1021 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
1022 933
1023 if (!spell_ob) { 934 if (!spell_ob)
935 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 937 return 0;
1026 } 938 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 939
940 if (!strcmp ((godname = determine_god (op)), "none"))
941 godname = "A random spirit";
942
1029 /* the caller should set caster to op if appropriate */ 943 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 944 if (!caster)
945 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 946 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 947 return 0;
1033 } 948 }
1034 949
1035 /* 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
1036 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1037 */ 952 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 953 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1040 return 0;
1041 } 954 {
955 op->failmsg ("That spell path is denied to you.");
956 return 0;
957 }
1042 958
959 object *skill = 0;
960
1043 /* 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
1044 * (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
1045 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1046 * 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
1047 * should take care of that. 965 * should take care of that.
1048 * 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
1049 * 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
1050 * at least process that code. 968 * at least process that code.
1051 */ 969 */
1052 if (op->type == PLAYER && op == caster) { 970 if (op->type == PLAYER && op == caster)
1053 cast_level = caster_level(caster, spell_ob); 971 {
1054 if (spell_ob->skill) { 972 if (spell_ob->skill)
973 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
975
1056 if (!skill) { 976 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1058 spell_ob->skill, spell_ob->name);
1059 return 0;
1060 }
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1063 return 0;
1064 }
1065 }
1066 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana.
1068 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1073 return 0;
1074 }
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1086 return 0;
1087 }
1088 }
1089
1090 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1095 if (settings.casting_time == TRUE) {
1096 op->casting_time = -1;
1097 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0;
1100 } else if (spell_ob->stats.sp) {
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1102 op->contr->encumbrance +op->level - spell_ob->level +35;
1103
1104 if( failure < 0) {
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure,
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0;
1113 }
1114 }
1115 }
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1119
1120 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are
1123 * doing.
1124 */
1125 if (spell_ob->type == SPELL
1126 && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1127 && !QUERY_FLAG(op, FLAG_WIZCAST)
1128 && (QUERY_FLAG(caster, FLAG_ALIVE)
1129 || QUERY_FLAG(op, FLAG_ALIVE))
1130 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1131 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1132 {
1133 if (op->type!=PLAYER)
1134 return 0;
1135
1136 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1137 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1138 else if (mflags & P_SAFE)
1139 new_draw_info(NDI_UNIQUE, 0,op,
1140 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1141 else
1142 switch(op->contr->shoottype)
1143 { 977 {
1144 case range_magic: 978 op->failmsgf ("You need the %s skill to cast %s! "
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 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.>",
981 &spell_ob->skill, &spell_ob->name);
1146 break; 982 return 0;
1147 case range_misc:
1148 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1149 break;
1150 case range_golem:
1151 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1152 break;
1153 default:
1154 break;
1155 } 983 }
1156 return 0; 984
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 ())
1007 return 0;
1008 }
1157 } 1009 }
1158 1010
1159 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1011 /* If the caster is the wiz, they don't ever fail, and don't have
1160 if (op->casting_time==-1) { /* begin the casting */ 1012 * to have sufficient grace/mana.
1161 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1162 op->spell = spell_ob;
1163 /* put the stringarg into the object struct so that when the
1164 * spell is actually cast, it knows about the stringarg.
1165 * necessary for the invoke command spells.
1166 */ 1013 */
1167 if(stringarg) { 1014 if (!op->flag [FLAG_WIZCAST])
1168 op->spellarg = strdup_local(stringarg); 1015 {
1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1017 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1018 {
1019 op->failmsg ("You don't have enough mana!");
1020 return 0;
1021 }
1022
1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1025 {
1026 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1027 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1029 else
1030 {
1031 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1032 op->failmsgf ("%s ignores your prayer.", godname);
1033 return 0;
1034 }
1035 }
1036
1037 /* player/monster is trying to cast the spell. might fumble it */
1038 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1039 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1040 {
1041 op->contr->play_sound (sound_find ("fumble_spell"));
1042 op->failmsg ("You fumble the prayer.");
1043
1044 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1045 return 0;
1046 }
1047 else if (spell_ob->stats.sp)
1048 {
1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1050
1051 if (failure < 0)
1052 {
1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1054 if (settings.spell_failure_effects == TRUE)
1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1056
1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1058 return 0;
1059 }
1060 }
1061 }
1169 } 1062 }
1170 else op->spellarg=NULL; 1063
1064 int mflags = op->ms ().flags ();
1065
1066 /* See if we can cast a spell here. If the caster and op are
1067 * not alive, then this would mean that the mapmaker put the
1068 * objects on the space - presume that they know what they are
1069 * doing.
1070 */
1071
1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1171 return 0; 1076 return 0;
1172 } 1077 }
1173 else if (op->casting_time != 0) { 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 {
1174 if (op->type == PLAYER ) 1086 if (op->type != PLAYER)
1175 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1087 return 0;
1088
1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
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
1176 return 0; 1103 return 0;
1177 } else { /* casting_time == 0 */ 1104 }
1178 op->casting_time = -1; 1105
1179 spell_ob = op->spell; 1106 // undo the flood protection from earlier
1180 stringarg = op->spellarg; 1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1181 } 1108
1182 } else {
1183 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1184 * if the player is casting it, then we use the time in 1110 * if the player is casting it, then we use the time in
1185 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1186 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1187 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1188 * the player any time. 1114 * the player any time.
1189 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1190 */ 1116 */
1191 if (caster == op && caster->type != FIREWALL) { 1117 if (caster == op && caster->type != FIREWALL)
1118 {
1192 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1193 /* Other portions of the code may also decrement the speed of the player, so 1120 /* Other portions of the code may also decrement the speed of the player, so
1194 * put a lower limit so that the player isn't stuck here too long 1121 * put a lower limit so that the player isn't stuck here too long
1195 */ 1122 */
1196 if ((spell_ob->casting_time > 0) &&
1197 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1123 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1198 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1199 } else if (caster->type == WAND || caster->type == HORN || 1125 }
1200 caster->type == ROD || caster->type == POTION || 1126 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1201 caster->type == SCROLL) {
1202 op->speed_left -= 2 * FABS(op->speed); 1127 op->speed_left -= 2 * op->speed;
1203 }
1204 }
1205 1128
1206 if (op->type == PLAYER && op == caster) { 1129 if (op->type == PLAYER && op == caster)
1130 {
1207 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1131 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1208 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1209 } 1133 }
1210 1134
1211 /* We want to try to find the skill to properly credit exp. 1135 /* We want to try to find the skill to properly credit exp.
1212 * for spell casting objects, the exp goes to the skill the casting 1136 * for spell casting objects, the exp goes to the skill the casting
1213 * object requires. 1137 * object requires.
1214 */ 1138 */
1215 if (op != caster && !skill && caster->skill) { 1139 if (op != caster && !skill && caster->skill)
1140 {
1216 skill = find_skill_by_name(op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1217 if (!skill) { 1142
1218 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1143 if (!skill)
1219 caster->skill, query_name(caster)); 1144 {
1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1220 return 0; 1146 return 0;
1221 } 1147 }
1222 change_skill(op, skill, 0); /* needed for proper exp credit */
1223 } 1148 }
1224 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
1225 switch(spell_ob->subtype) { 1160 switch (spell_ob->subtype)
1161 {
1226 /* The order of case statements is same as the order they show up 1162 /* The order of case statements is same as the order they show up
1227 * in in spells.h. 1163 * in spells.h.
1228 */ 1164 */
1229 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1230 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1231 break; 1167 break;
1232 1168
1233 case SP_RUNE: 1169 case SP_RUNE:
1234 success = write_rune(op,caster, spell_ob, dir,stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1235 break; 1171 break;
1236 1172
1237 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1238 success = write_mark(op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1239 break; 1175 break;
1240 1176
1241 case SP_BOLT: 1177 case SP_BOLT:
1242 success = fire_bolt(op,caster,dir,spell_ob,skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1243 break; 1179 break;
1244 1180
1245 case SP_BULLET: 1181 case SP_BULLET:
1246 success = fire_bullet(op, caster, dir, spell_ob); 1182 success = fire_bullet (op, caster, dir, spell_ob);
1247 break; 1183 break;
1248 1184
1249 case SP_CONE: 1185 case SP_CONE:
1250 success = cast_cone(op, caster, dir, spell_ob); 1186 success = cast_cone (op, caster, dir, spell_ob);
1251 break; 1187 break;
1252 1188
1253 case SP_BOMB: 1189 case SP_BOMB:
1254 success = create_bomb(op,caster,dir, spell_ob); 1190 success = create_bomb (op, caster, dir, spell_ob);
1255 break; 1191 break;
1256 1192
1257 case SP_WONDER: 1193 case SP_WONDER:
1258 success = cast_wonder(op,caster, dir,spell_ob); 1194 success = cast_wonder (op, caster, dir, spell_ob);
1259 break; 1195 break;
1260 1196
1261 case SP_SMITE: 1197 case SP_SMITE:
1262 success = cast_smite_spell(op,caster, dir,spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1199 break;
1264 1200
1265 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1266 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1267 op->y + freearr_y[dir], dir, spell_ob);
1268 break; 1203 break;
1269 1204
1270 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1271 success = summon_golem(op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1272 old_shoottype = range_golem;
1273 break; 1207 break;
1274 1208
1275 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1276 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1277 * moved. 1211 * moved.
1278 */ 1212 */
1279 success = dimension_door(op,caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1280 break; 1214 break;
1281 1215
1282 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1283 if(op->type==PLAYER) { 1217 if (op->type == PLAYER)
1218 {
1284 spell_effect(spell_ob, op->x, op->y, op->map, op); 1219 spell_effect (spell_ob, op->x, op->y, op->map, op);
1285 draw_magic_map(op); 1220 draw_magic_map (op);
1286 success=1; 1221 success = 1;
1287 } 1222 }
1288 else success=0; 1223 else
1224 success = 0;
1289 break; 1225 break;
1290 1226
1291 case SP_MAGIC_WALL: 1227 case SP_MAGIC_WALL:
1292 success = magic_wall(op,caster,dir,spell_ob); 1228 success = magic_wall (op, caster, dir, spell_ob);
1293 break; 1229 break;
1294 1230
1295 case SP_DESTRUCTION: 1231 case SP_DESTRUCTION:
1296 success = cast_destruction(op,caster,spell_ob); 1232 success = cast_destruction (op, caster, spell_ob);
1297 break; 1233 break;
1298 1234
1299 case SP_PERCEIVE_SELF: 1235 case SP_PERCEIVE_SELF:
1300 success = perceive_self(op); 1236 success = perceive_self (op);
1301 break; 1237 break;
1302 1238
1303 case SP_WORD_OF_RECALL: 1239 case SP_WORD_OF_RECALL:
1304 success = cast_word_of_recall(op,caster,spell_ob); 1240 success = cast_word_of_recall (op, caster, spell_ob);
1305 break; 1241 break;
1306 1242
1307 case SP_INVISIBLE: 1243 case SP_INVISIBLE:
1308 success = cast_invisible(op,caster,spell_ob); 1244 success = cast_invisible (op, caster, spell_ob);
1309 break; 1245 break;
1310 1246
1311 case SP_PROBE: 1247 case SP_PROBE:
1312 success = probe(op,caster, spell_ob, dir); 1248 success = probe (op, caster, spell_ob, dir);
1313 break; 1249 break;
1314 1250
1315 case SP_HEALING: 1251 case SP_HEALING:
1316 success = cast_heal(op,caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1317 break; 1253 break;
1318 1254
1319 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1320 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1321 break; 1257 break;
1322 1258
1323 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1324 success = cast_earth_to_dust(op,caster,spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1325 break; 1261 break;
1326 1262
1327 case SP_CHANGE_ABILITY: 1263 case SP_CHANGE_ABILITY:
1328 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1264 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1329 break; 1265 break;
1330 1266
1331 case SP_BLESS: 1267 case SP_BLESS:
1332 success = cast_bless(op,caster,spell_ob, dir); 1268 success = cast_bless (op, caster, spell_ob, dir);
1333 break; 1269 break;
1334 1270
1335 case SP_CURSE: 1271 case SP_CURSE:
1336 success = cast_curse(op,caster,spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1337 break; 1273 break;
1338 1274
1339 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1340 success = summon_object(op,caster,spell_ob, dir,stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1341 break; 1277 break;
1342 1278
1343 case SP_CHARGING: 1279 case SP_CHARGING:
1344 success = recharge(op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1345 break; 1281 break;
1346 1282
1347 case SP_POLYMORPH: 1283 case SP_POLYMORPH:
1348#ifdef NO_POLYMORPH 1284#ifdef NO_POLYMORPH
1349 /* Not great, but at least provide feedback so if players do have 1285 /* Not great, but at least provide feedback so if players do have
1350 * polymorph (ie, find it as a preset item or left over from before 1286 * polymorph (ie, find it as a preset item or left over from before
1351 * it was disabled), they get some feedback. 1287 * it was disabled), they get some feedback.
1352 */ 1288 */
1353 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1289 op->failmsg ("The spell fizzles!");
1354 success = 0; 1290 success = 0;
1355#else 1291#else
1356 success = cast_polymorph(op,caster,spell_ob, dir); 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1357#endif 1293#endif
1358 break; 1294 break;
1359 1295
1360 case SP_ALCHEMY: 1296 case SP_ALCHEMY:
1361 success = alchemy(op, caster, spell_ob); 1297 success = alchemy (op, caster, spell_ob);
1362 break; 1298 break;
1363 1299
1364 case SP_REMOVE_CURSE: 1300 case SP_REMOVE_CURSE:
1365 success = remove_curse(op, caster, spell_ob); 1301 success = remove_curse (op, caster, spell_ob);
1366 break; 1302 break;
1367 1303
1368 case SP_IDENTIFY: 1304 case SP_IDENTIFY:
1369 success = cast_identify(op, caster, spell_ob); 1305 success = cast_identify (op, caster, spell_ob);
1370 break; 1306 break;
1371 1307
1372 case SP_DETECTION: 1308 case SP_DETECTION:
1373 success = cast_detection(op, caster, spell_ob, skill); 1309 success = cast_detection (op, caster, spell_ob, skill);
1374 break; 1310 break;
1375 1311
1376 case SP_MOOD_CHANGE: 1312 case SP_MOOD_CHANGE:
1377 success = mood_change(op, caster, spell_ob); 1313 success = mood_change (op, caster, spell_ob);
1378 break; 1314 break;
1379 1315
1380 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1381 if (spell_ob->path_repelled &&
1382 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1317 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, 1318 {
1384 "You lack the proper attunement to cast %s", spell_ob->name); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1385 success = 0; 1320 success = 0;
1386 } else 1321 }
1387 success = fire_arch_from_position(op,caster, 1322 else
1388 op->x + freearr_x[dir], op->y + freearr_y[dir], 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1389 dir, spell_ob);
1390 break; 1324 break;
1391 1325
1392 case SP_SWARM: 1326 case SP_SWARM:
1393 success = fire_swarm(op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1394 break; 1328 break;
1395 1329
1396 case SP_CHANGE_MANA: 1330 case SP_CHANGE_MANA:
1397 success = cast_transfer(op,caster, spell_ob, dir); 1331 success = cast_transfer (op, caster, spell_ob, dir);
1398 break; 1332 break;
1399 1333
1400 case SP_DISPEL_RUNE: 1334 case SP_DISPEL_RUNE:
1401 /* in rune.c */ 1335 /* in rune.c */
1402 success = dispel_rune(op,caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1403 break; 1337 break;
1404 1338
1405 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1406 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1407 break; 1341 break;
1408 1342
1409 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1410 success = cast_consecrate(op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1411 break; 1345 break;
1412 1346
1413 case SP_ANIMATE_WEAPON: 1347 case SP_ANIMATE_WEAPON:
1414 success = animate_weapon(op, caster, spell_ob, dir); 1348 success = animate_weapon (op, caster, spell_ob, dir);
1415 old_shoottype = range_golem;
1416 break; 1349 break;
1417 1350
1418 case SP_LIGHT: 1351 case SP_LIGHT:
1419 success = cast_light(op, caster, spell_ob, dir); 1352 success = cast_light (op, caster, spell_ob, dir);
1420 break; 1353 break;
1421 1354
1422 case SP_CHANGE_MAP_LIGHT: 1355 case SP_CHANGE_MAP_LIGHT:
1423 success = cast_change_map_lightlevel(op, caster, spell_ob); 1356 success = cast_change_map_lightlevel (op, caster, spell_ob);
1424 break; 1357 break;
1425 1358
1426 case SP_FAERY_FIRE: 1359 case SP_FAERY_FIRE:
1427 success = cast_destruction(op,caster,spell_ob); 1360 success = cast_destruction (op, caster, spell_ob);
1428 break; 1361 break;
1429 1362
1430 case SP_CAUSE_DISEASE: 1363 case SP_CAUSE_DISEASE:
1431 success = cast_cause_disease(op, caster, spell_ob, dir); 1364 success = cast_cause_disease (op, caster, spell_ob, dir);
1432 break; 1365 break;
1433 1366
1434 case SP_AURA: 1367 case SP_AURA:
1435 success = create_aura(op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1436 break; 1369 break;
1437 1370
1438 case SP_TOWN_PORTAL:
1439 success= cast_create_town_portal (op,caster,spell_ob, dir);
1440 break;
1441
1442 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1443 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1444 break; 1373 break;
1445 1374
1446 case SP_PERL: 1375 default:
1447 INVOKE_OBJECT (CAST_SPELL, op, ARG_OBJECT (caster), ARG_OBJECT (spell_ob), ARG_STRING (stringarg));
1448 break;
1449
1450 default:
1451 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1452 spell_ob->subtype);
1453
1454
1455 } 1377 }
1456 1378
1457 /* FIXME - we need some better sound suppport */ 1379 // restore chosen_skill
1458 // yes, for example, augment map info with the spell effect 1380 op->chosen_skill = chosen_skill;
1459 // so clients can calculate the sounds themselves
1460 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1461 1381
1462 /* free the spell arg */ 1382 op->play_sound (
1463 if(settings.casting_time == TRUE && stringarg) { 1383 success
1464 free(stringarg); 1384 ? spell_ob->sound
1465 stringarg=NULL; 1385 ? spell_ob->sound
1466 } 1386 : sound_find ("spell_success")
1467 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 : sound_find ("fumble_spell")
1468 * to something like use_magic_item, but you really want to be able to fire 1388 );
1469 * it again.
1470 */
1471 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1472 1389
1473 return success; 1390 return success;
1474} 1391}
1475 1392
1476
1477/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1478 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1479 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1480 */ 1396 */
1397void
1481void move_spell_effect(object *op) { 1398move_spell_effect (object *op)
1482 1399{
1483 switch (op->subtype) { 1400 switch (op->subtype)
1401 {
1484 case SP_BOLT: 1402 case SP_BOLT:
1485 move_bolt(op); 1403 move_bolt (op);
1486 break; 1404 break;
1487 1405
1488 case SP_BULLET: 1406 case SP_BULLET:
1489 move_bullet(op); 1407 move_bullet (op);
1490 break; 1408 break;
1491 1409
1492 case SP_EXPLOSION: 1410 case SP_EXPLOSION:
1493 explosion(op); 1411 explosion (op);
1494 break; 1412 break;
1495 1413
1496 case SP_CONE: 1414 case SP_CONE:
1497 move_cone(op); 1415 move_cone (op);
1498 break; 1416 break;
1499 1417
1500 case SP_BOMB: 1418 case SP_BOMB:
1501 animate_bomb(op); 1419 animate_bomb (op);
1502 break; 1420 break;
1503 1421
1504 case SP_MAGIC_MISSILE: 1422 case SP_MAGIC_MISSILE:
1505 move_missile(op); 1423 move_missile (op);
1506 break; 1424 break;
1507 1425
1508 case SP_WORD_OF_RECALL: 1426 case SP_WORD_OF_RECALL:
1509 execute_word_of_recall(op); 1427 execute_word_of_recall (op);
1510 break; 1428 break;
1511 1429
1512 case SP_MOVING_BALL: 1430 case SP_MOVING_BALL:
1513 move_ball_spell(op); 1431 move_ball_spell (op);
1514 break; 1432 break;
1515 1433
1516 case SP_SWARM: 1434 case SP_SWARM:
1517 move_swarm_spell(op); 1435 move_swarm_spell (op);
1518 break; 1436 break;
1519 1437
1520 case SP_AURA: 1438 case SP_AURA:
1521 move_aura(op); 1439 move_aura (op);
1522 break; 1440 break;
1523
1524 } 1441 }
1525} 1442}
1526 1443
1527/* this checks to see if something special should happen if
1528 * something runs into the object.
1529 */
1530void check_spell_effect(object *op) {
1531
1532 switch (op->subtype) {
1533 case SP_BOLT:
1534 move_bolt(op);
1535 return;
1536
1537 case SP_BULLET:
1538 check_bullet(op);
1539 return;
1540 }
1541
1542}
1543
1544/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1545 * 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
1546 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1547 * objects of the appropraite type. 1447 * objects of the appropriate type.
1548 */ 1448 */
1449void
1549void apply_spell_effect(object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1550{ 1451{
1551 switch (spell->subtype) { 1452 switch (spell->subtype)
1453 {
1552 case SP_CONE: 1454 case SP_CONE:
1553 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1554 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1555 break; 1457 break;
1556 1458
1557 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1558 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1460 if (victim->flag [FLAG_ALIVE])
1559 tag_t spell_tag = spell->count; 1461 {
1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1463 spell->destroy ();
1464 }
1465 break;
1466
1467 case SP_MOVING_BALL:
1468 if (victim->flag [FLAG_ALIVE])
1560 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1561 if ( ! was_destroyed (spell, spell_tag)) { 1470 else if (victim->material != MATERIAL_NULL)
1562 remove_ob (spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1563 free_object (spell); 1472
1564 } 1473 break;
1565 } 1474 }
1566 break;
1567
1568 case SP_MOVING_BALL:
1569 if (QUERY_FLAG (victim, FLAG_ALIVE))
1570 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1571 else if (victim->material || victim->materialname)
1572 save_throw_object (victim, spell->attacktype, spell);
1573 break;
1574 }
1575} 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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