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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.24 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* 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
37 * 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
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 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
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
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
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * 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
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 99}
195
196 100
197/* This function returns the effective level the spell 101/* This function returns the effective level the spell
198 * is being cast at. 102 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 103 */
203
204int 104int
205caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
206{ 106{
207 int level = caster->level; 107 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 108
218 /* 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. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 111 {
221 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);
222 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
223 114
224 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
225 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
226 120
227 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
229 128
230 /* 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
231 * errors in various places. 130 * errors in various places.
232 */ 131 */
233 if (level < 1) 132 return clamp (level, 1, settings.max_level);
234 level = 1;
235
236 return level;
237} 133}
238 134
239/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 142 * spell is the spell object.
247 * 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
248 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
249 */ 145 */
250
251sint16 146sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 148{
254 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
255 150
256 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
257 { 152 {
258 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
259 { 154 {
280 else 175 else
281 { 176 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
284 sp = 1; 179 sp = 1;
180
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
287 grace = 1; 183 grace = 1;
288 } 184 }
185
289 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 187 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
292 return grace; 189 return grace;
293 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 194 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 195 return 0;
299 } 196 }
300} 197}
301 198
199/*
200 * Return the effective casting level of the spell.
201 * To make spells independent of their starting level, this function
202 * scales the range spellstartlevel .. 100 into the range 1..100
203 */
204static int
205SP_casting_level (object *caster, object *spell)
206{
207 return casting_level (caster, spell);
208}
302 209
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
305 */ 212 */
306int 213int
307SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
308{ 215{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 220}
320 221
321/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
324 */ 225 */
325int 226int
326SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
327{ 228{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 233}
340 234
341/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
344 */ 238 */
345int 239int
346SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
347{ 241{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 242 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 246}
360 247
361/* Checks to see if player knows the spell. If the name is the same 248/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 250 * returns 1 if they know the spell, 0 if they don't.
364 */ 251 */
365object * 252object *
366check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
367{ 254{
368 object *spop; 255 object *spop;
369 256
370 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
372 return spop; 259 return spop;
373 260
374 return NULL; 261 return 0;
375} 262}
376
377 263
378/* 264/*
379 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 270 * exact match, we also return NULL.
385 */ 271 */
386
387object * 272object *
388lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
389{ 274{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
391 int nummatch = 0; 276 int nummatch = 0;
392 277
393 if (spname == NULL) 278 if (!spname)
394 return NULL; 279 return 0;
395 280
396 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
399 */ 284 */
400 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
401 { 286 {
402 if (spob->type == SPELL) 287 if (spob->type == SPELL)
403 { 288 {
289 // TODO: WTF?
404 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
405 { 291 {
406 nummatch++; 292 nummatch++;
407 spob1 = spob; 293 spob1 = spob;
408 } 294 }
413 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
415 */ 301 */
416 if (spob2) 302 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
418 spob2 = spob; 305 spob2 = spob;
419 } 306 }
420 } 307 }
421 } 308 }
422 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
424 */ 311 */
425 if (spob2) 312 if (spob2)
426 return spob2; 313 return spob2;
314
427 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
428 return spob1; 316 return spob1;
317
429 return NULL; 318 return NULL;
430} 319}
431 320
432/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
437 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
438 */ 327 */
439int 328int
440reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
441{ 330{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 332 return 0;
333
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
449 || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here?
450 // most spells use subtypes for bolts today...
451 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 338 return 1;
453 339
454 return 0; 340 return 0;
455} 341}
473 { 359 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
475 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 362 dir = 0;
477 } 363 }
478 new_op->x = op->x + freearr_x[dir]; 364
479 new_op->y = op->y + freearr_y[dir]; 365 SET_FLAG (new_op, FLAG_IDENTIFIED);
480 if (dir == 0) 366 op->map->insert (new_op,
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
482 else 368 op,
483 insert_ob_in_map (new_op, op->map, op, 0); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
484 return dir; 371 return dir;
372}
373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
485} 390}
486 391
487/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
488 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
489 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
490 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
492 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 398 */
494 */
495
496int 399int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 401{
499 object *tmp; 402 if (!xy_normalise (m, x, y))
500 int mflags;
501 maptile *mp;
502
503 mp = m;
504 mflags = get_map_flags (m, &mp, x, y, &x, &y);
505
506 if (mflags & P_OUT_OF_MAP)
507 return 0; 403 return 0;
508 404
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 405 mapspace &ms = m->at (x, y);
406 ms.update ();
407
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 409 return 0;
511 410
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 411 int max_effects = 5; // max. number of similar spells per mapspace
412
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 414 {
514 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
516 * leave this out and let in progress, and other areas of the code 417 * leave this out and let in progress, and other areas of the code
517 * will then remove it, but that would seem to to use more 418 * will then remove it, but that would seem to to use more
518 * resources, and may not work as well if a player is standing 419 * resources, and may not work as well if a player is standing
519 * on top of a counterwall spell (may hit the player before being 420 * on top of a counterwall spell (may hit the player before being
520 * removed.) On the other hand, it may be more dramatic for the 421 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
522 */ 423 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 426 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON)
428 && (tmp->type != BOW)
429 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
432 // we special case floor here because there
433 // are sometimes spell effect floors
434 // which are used to inflict damage
435 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava
437 && (immune_stop & AT_MAGIC))
526 return 0; 438 return 0;
527 439
528 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe.
531 * there are no such things as multispaced spells right now, so
532 * we don't need to worry about the head.
533 */
534 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
535 return 0;
536
537 /*
538 * Combine similar spell effects into one spell effect. Needed for
539 * performance reasons with meteor swarm and the like, but also for
540 * playability reasons.
541 */
542 if (tmp->arch == op->arch
543 && tmp->type == op->type 440 if (tmp->type == op->type)
544 && tmp->subtype == op->subtype
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 441 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
548 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
549 tmp->duration = MAX (tmp->duration, op->duration); 444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
550 return 0; 474 return 0;
551 } 475 }
552 476
553 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
555 */ 479 */
556 } 480 }
481
557 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
558 return 1; 483 return 1;
559} 484}
560 485
561/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 491 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 492 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 493 * to fire.
569 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
570 */ 495 */
571
572int 496int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 497fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 498{
575 object *tmp;
576 int mflags;
577 maptile *m;
578
579 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
580 return 0; 500 return 0;
581 501
582 m = op->map; 502 object *tmp = spell->other_arch->instance ();
583 mflags = get_map_flags (m, &m, x, y, &x, &y);
584 if (mflags & P_OUT_OF_MAP)
585 {
586 return 0;
587 }
588 503
589 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
590
591 if (tmp == NULL)
592 return 0; 505 return 0;
593
594 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
595 {
596 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
597 tmp->destroy ();
598 return 0;
599 }
600 506
601 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
602 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603 /* code in time.c uses food for some things, duration for others */ 509 /* code in time.c uses food for some things, duration for others */
604 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
605 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
607 tmp->x = x;
608 tmp->y = y;
609 tmp->direction = dir; 513 tmp->direction = dir;
610 if (op->owner != NULL)
611 tmp->set_owner (op); 514 tmp->set_owner (op);
612 else
613 tmp->set_owner (op);
614 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
615 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
616 517
617 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619 {
620 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
621 return 0; 521 return 0;
622 } 522
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
625 525
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
627 return 1;
628
629 move_spell_effect (tmp); 527 move_spell_effect (tmp);
630 528
631 return 1; 529 return 1;
632} 530}
633
634
635 531
636/***************************************************************************** 532/*****************************************************************************
637 * 533 *
638 * Code related to rods - perhaps better located in another file? 534 * Code related to rods - perhaps better located in another file?
639 * 535 *
640 ****************************************************************************/ 536 ****************************************************************************/
641
642void 537void
643regenerate_rod (object *rod) 538regenerate_rod (object *rod)
644{ 539{
645 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
646 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
647 rod->stats.hp += 1 + rod->stats.maxhp / 10;
648
649 if (rod->stats.hp > rod->stats.maxhp)
650 rod->stats.hp = rod->stats.maxhp;
651 }
652} 542}
653
654 543
655void 544void
656drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
657{ 546{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 547 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 548}
660
661
662
663 549
664/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 552 * op is what is looking for the target (which can be a player),
667 * dir is the direction we are looking in. Return object found, or 553 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 554 * NULL if no good object.
669 */ 555 */
670
671object * 556object *
672find_target_for_friendly_spell (object *op, int dir) 557find_target_for_friendly_spell (object *op, int dir)
673{ 558{
674 object *tmp; 559 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 560
679 /* I don't really get this block - if op isn't a player or rune, 561 /* I don't really get this block - if op isn't a player or rune,
680 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
682 */ 564 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 572 tmp = op;
691 } 573 }
692 else 574 else
693 { 575 {
694 m = op->map; 576 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
697
698 mflags = get_map_flags (m, &m, x, y, &x, &y);
699
700 if (mflags & P_OUT_OF_MAP)
701 tmp = NULL;
702 else
703 { 579
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 580 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 581 ? m->at (x, y).player ()
706 break; 582 : 0;
707 }
708 } 583 }
584
709 /* didn't find a player there, look in current square for a player */ 585 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 586 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 587 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 588
717 return tmp; 589 return tmp;
718} 590}
719
720
721 591
722/* raytrace: 592/* raytrace:
723 * spell_find_dir(map, x, y, exclude) will search first the center square 593 * spell_find_dir(map, x, y, exclude) will search first the center square
724 * then some close squares in the given map at the given coordinates for 594 * then some close squares in the given map at the given coordinates for
725 * live objects. 595 * live objects.
728 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
729 * It returns the direction toward the first/closest live object if it finds 599 * It returns the direction toward the first/closest live object if it finds
730 * any, otherwise -1. 600 * any, otherwise -1.
731 * note that exclude can be NULL, in which case all bets are off. 601 * note that exclude can be NULL, in which case all bets are off.
732 */ 602 */
733
734int 603int
735spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
736{ 605{
737 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
738 sint16 nx, ny; 607 sint16 nx, ny;
765 return freedir[i]; 634 return freedir[i];
766 } 635 }
767 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
768} 637}
769 638
770
771
772/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
775 */ 642 */
776 643static void
777void
778put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
779{ 645{
780 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 647 archetype *at;
782 int dir; 648 int dir;
788 654
789 /* find a free square nearby 655 /* find a free square nearby
790 * first we check the closest square for free squares 656 * first we check the closest square for free squares
791 */ 657 */
792 658
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 659 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 660 if (dir != -1)
795 { 661 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 663 * insert multipart monsters properly
798 */ 664 */
665 //TODO: use expand_tail + ...
799 while (at != NULL) 666 while (at != NULL)
800 { 667 {
801 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 671 tmp->map = op->map;
805 if (head) 672 if (head)
806 { 673 {
807 tmp->head = head; 674 tmp->head = head;
808 prev->more = tmp; 675 prev->more = tmp;
809 } 676 }
677
810 if (!head) 678 if (!head)
811 head = tmp; 679 head = tmp;
680
812 prev = tmp; 681 prev = tmp;
682
813 at = at->more; 683 at = (archetype *)at->more;
814 } 684 }
815 685
816 if (head->randomitems) 686 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 688
819 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
820 690
821 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
823 tmp->map = op->map;
824 tmp->x = op->x + freearr_x[dir];
825 tmp->y = op->y + freearr_y[dir];
826 insert_ob_in_map (tmp, op->map, op, 0);
827 } 693 }
828} 694}
829 695
830/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 697 * places them in nearby squares.
838 * Note that this is not used by any spells (summon evil monsters 704 * Note that this is not used by any spells (summon evil monsters
839 * use to call this, but best I can tell, that spell/ability was 705 * use to call this, but best I can tell, that spell/ability was
840 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
841 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
842 */ 708 */
843
844int 709int
845summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
846{ 711{
847 int i; 712 int i;
848 713
858{ 723{
859 int attacktype; 724 int attacktype;
860 int face; 725 int face;
861} ATTACKS[22] = 726} ATTACKS[22] =
862{ 727{
863 {
864 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 734 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 736 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 740 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 742 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 744 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 747 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 749 { AT_FEAR, 10},
907 750};
908
909 751
910/* shuffle_attack: peterm 752/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
936 { 778 {
937 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
938 } 780 }
939} 781}
940 782
941
942/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
943 * at casting a prayer. 784 * at casting a prayer.
944 * op is the player. 785 * op is the player.
945 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
946 * power is how much grace the spell would normally take to cast. 787 * power is how much grace the spell would normally take to cast.
947 */ 788 */
948 789static void
949void
950prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
951{ 791{
952 const char *godname; 792 const char *godname;
953 object *tmp; 793 object *tmp;
954 794
1031 else 871 else
1032 { 872 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 874 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 875 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 876
1039 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
1041 879
1042 if (power > 25) 880 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 881 tmp->stats.dam = 25 + isqrt (power);
1044 else 882 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 883 tmp->stats.dam = power; /* nasty recoils! */
1046 884
1047 tmp->stats.maxhp = tmp->count; 885 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 886
887 tmp->insert_at (op);
1049 } 888 }
1050 } 889 }
1051} 890}
1052 891
1053int 892static int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1055{ 894{
1056 int success;
1057 player *pl;
1058 object *spell;
1059
1060 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1061 { 896 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 898 return 0;
1064 } 899 }
900
1065 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1066 902
1067 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1069 905
1070 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1071 { 907 {
1072 spell->remove (); 908 spell->remove ();
1073 return success; 909 return success;
1074 } 910 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 911
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 912 for_all_players (pl)
1077 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1079 } 917
1080 spell->remove (); 918 spell->remove ();
1081 return success; 919 return success;
1082} 920}
1083 921
1084/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1089 * same as op. 927 * same as op.
1090 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
1091 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1092 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
1093 * we can determine what to do. 931 * we can determine what to do.
1094 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
1095 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
1096 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
1097 * etc. 935 * etc.
1098 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
1099 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
1106 * 944 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1110 */ 948 */
1111
1112int 949int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1114{ 951{
1115 const char *godname; 952 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1117 object *skill = NULL; 954 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 955
1121 if (!spell_ob) 956 if (!spell_ob)
1122 { 957 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 959 return 0;
1152 * need to have the right skill pointer passed, so we need to 987 * need to have the right skill pointer passed, so we need to
1153 * at least process that code. 988 * at least process that code.
1154 */ 989 */
1155 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1156 { 991 {
1157 cast_level = caster_level (caster, spell_ob);
1158 if (spell_ob->skill) 992 if (spell_ob->skill)
1159 { 993 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1161 if (!skill) 996 if (!skill)
1162 { 997 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1164 return 0; 1002 return 0;
1165 } 1003 }
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1004
1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1167 { 1010 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1169 return 0; 1027 return 0;
1170 } 1028 }
1171 } 1029 }
1030
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1174 */ 1033 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1176 { 1035 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1038 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1181 return 0; 1040 return 0;
1182 } 1041 }
1042
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1045 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1187 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1049 else
1192 { 1050 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1195 return 0; 1053 return 0;
1196 } 1054 }
1197 } 1055 }
1198 1056
1199 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1201 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1060 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1063
1206 {
1207 op->casting_time = -1;
1208 }
1209 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1065 return 0;
1211 } 1066 }
1212 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1213 { 1068 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1070
1216 if (failure < 0) 1071 if (failure < 0)
1217 { 1072 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1076
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1078 return 0;
1224 } 1079 }
1225 } 1080 }
1226 } 1081 }
1227 } 1082 }
1228 1083
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1230 1085
1231 /* See if we can cast a spell here. If the caster and op are 1086 /* See if we can cast a spell here. If the caster and op are
1232 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1234 * doing. 1089 * doing.
1235 */ 1090 */
1236 1091
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1093 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1095 return 0;
1241 } 1096 }
1242 1097
1243 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1099 && (caster->type != POTION)
1249 { 1104 {
1250 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1251 return 0; 1106 return 0;
1252 1107
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1255 else 1110 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1111 {
1258 case range_magic: 1112 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1114 else if (item->type == SCROLL)
1261 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1263 break;
1264 case range_golem:
1265 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1266 break;
1267 default:
1268 break;
1269 }
1270 return 0;
1271 }
1272
1273 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1274 {
1275 if (op->casting_time == -1)
1276 { /* begin the casting */
1277 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1278 op->spell = spell_ob;
1279 /* put the stringarg into the object struct so that when the
1280 * spell is actually cast, it knows about the stringarg.
1281 * necessary for the invoke command spells.
1282 */
1283 if (stringarg)
1284 {
1285 op->spellarg = strdup (stringarg);
1286 }
1287 else 1116 else
1288 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1289 return 0;
1290 }
1291 else if (op->casting_time != 0)
1292 {
1293 if (op->type == PLAYER)
1294 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1295 return 0;
1296 } 1118 }
1297 else 1119 else
1298 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1121
1300 spell_ob = op->spell; 1122 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1123 }
1124
1306 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1126 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1130 * the player any time.
1312 * Ignore casting time for firewalls 1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long
1313 */ 1138 */
1314 if (caster == op && caster->type != FIREWALL)
1315 {
1316 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1317 /* Other portions of the code may also decrement the speed of the player, so
1318 * put a lower limit so that the player isn't stuck here too long
1319 */
1320 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1321 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1141 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1324 {
1325 op->speed_left -= 2 * FABS (op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1144
1329 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1330 { 1146 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1332 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1340 { 1156 {
1341 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1342 if (!skill) 1158 if (!skill)
1343 { 1159 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1345 return 0; 1161 return 0;
1346 } 1162 }
1163
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1349 1169
1350 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1351 { 1171 {
1352 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1173 * in spells.h.
1354 */ 1174 */
1355 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1357 break; 1177 break;
1358 1178
1359 case SP_RUNE: 1179 case SP_RUNE:
1360 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1361 break; 1181 break;
1362 1182
1363 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1364 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1365 break; 1185 break;
1366 1186
1367 case SP_BOLT: 1187 case SP_BOLT:
1368 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1369 break; 1189 break;
1387 case SP_SMITE: 1207 case SP_SMITE:
1388 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1389 break; 1209 break;
1390 1210
1391 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1392 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1393 break; 1213 break;
1394 1214
1395 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1217 break;
1399 1218
1400 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1221 * moved.
1403 */ 1222 */
1404 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1405 break; 1224 break;
1406 1225
1407 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1408 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1409 { 1228 {
1442 case SP_HEALING: 1261 case SP_HEALING:
1443 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1444 break; 1263 break;
1445 1264
1446 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1447 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1448 break; 1267 break;
1449 1268
1450 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1451 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1452 break; 1271 break;
1462 case SP_CURSE: 1281 case SP_CURSE:
1463 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1464 break; 1283 break;
1465 1284
1466 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1467 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1468 break; 1287 break;
1469 1288
1470 case SP_CHARGING: 1289 case SP_CHARGING:
1471 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1472 break; 1291 break;
1475#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1295 /* Not great, but at least provide feedback so if players do have
1477 * polymorph (ie, find it as a preset item or left over from before 1296 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1479 */ 1298 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1481 success = 0; 1300 success = 0;
1482#else 1301#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1303#endif
1485 break; 1304 break;
1505 break; 1324 break;
1506 1325
1507 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1328 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1511 success = 0; 1330 success = 0;
1512 } 1331 }
1513 else 1332 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1515 break; 1334 break;
1516 1335
1517 case SP_SWARM: 1336 case SP_SWARM:
1518 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1519 break; 1338 break;
1526 /* in rune.c */ 1345 /* in rune.c */
1527 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1528 break; 1347 break;
1529 1348
1530 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1531 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1532 break; 1351 break;
1533 1352
1534 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1535 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1355 break;
1537 1356
1538 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1359 break;
1542 1360
1543 case SP_LIGHT: 1361 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1363 break;
1558 1376
1559 case SP_AURA: 1377 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1561 break; 1379 break;
1562 1380
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1569 break; 1383 break;
1570 1384
1571 default: 1385 default:
1572 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1573 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1574 }
1575
1576 /* FIXME - we need some better sound suppport */
1577 // yes, for example, augment map info with the spell effect
1578 // so clients can calculate the sounds themselves
1579 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1580
1581 /* free the spell arg */
1582 if (settings.casting_time == TRUE && stringarg)
1583 { 1387 }
1584 free (stringarg); 1388
1585 stringarg = NULL; 1389 op->play_sound (
1586 } 1390 success
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1588 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1589 * it again. 1393 : sound_find ("spell_success")
1590 */ 1394 : sound_find ("fumble_spell")
1591 if (op->contr) 1395 );
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593 1396
1594 return success; 1397 return success;
1595} 1398}
1596 1399
1597
1598/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1601 */ 1403 */
1602void 1404void
1603move_spell_effect (object *op) 1405move_spell_effect (object *op)
1604{ 1406{
1647} 1449}
1648 1450
1649/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1650 * something runs into the object. 1452 * something runs into the object.
1651 */ 1453 */
1652void 1454static void
1653check_spell_effect (object *op) 1455check_spell_effect (object *op)
1654{ 1456{
1655 switch (op->subtype) 1457 switch (op->subtype)
1656 { 1458 {
1657 case SP_BOLT: 1459 case SP_BOLT:
1662 check_bullet (op); 1464 check_bullet (op);
1663 return; 1465 return;
1664 } 1466 }
1665} 1467}
1666 1468
1667/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1668 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1669 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1670 * objects of the appropraite type. 1472 * objects of the appropriate type.
1671 */ 1473 */
1672void 1474void
1673apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1674{ 1476{
1675 switch (spell->subtype) 1477 switch (spell->subtype)
1681 1483
1682 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1683 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1684 { 1486 {
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686
1687 if (!spell->destroyed ())
1688 spell->destroy (); 1488 spell->destroy ();
1689 } 1489 }
1690 break; 1490 break;
1691 1491
1692 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1495 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1697 break; 1498 break;
1698 } 1499 }
1699} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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