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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 1.61 by root, Sat Sep 8 07:24:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
98 95
99 if (init_spells_done) 96 if (init_spells_done)
100 return; 97 return;
101 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
102 99
103 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
104 { 101 {
105 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
106 { 103 {
107 if (at->clone.skill) 104 if (at->skill)
108 { 105 {
109 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
111 break; 108 break;
112 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
113 { 110 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
115 } 112 }
116 } 113 }
117 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
118 } 115 }
119 } 116 }
134/* Dumps all the spells - now also dumps skill associated with the spell. 131/* 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 132 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
137 */ 134 */
138void 135void
139dump_spells (void) 136dump_spells ()
140{ 137{
141 archetype *at; 138 for_all_archetypes (at)
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL) 139 if (at->type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
149 }
150 }
151} 142}
152 143
153/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 145 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 146 */
156
157void 147void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 148spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 149{
160
161 if (spob->other_arch != NULL) 150 if (spob->other_arch)
162 { 151 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} 152}
171 153
172/* 154/*
173 * This function takes a caster and spell and presents the 155 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 156 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 157 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 158 * spellpaths. Was called path_level_mod.
177 * 159 *
178 * caster is person casting hte spell. 160 * caster is person casting the spell.
179 * spell is the spell object. 161 * spell is the spell object.
180 * Returns modified level. 162 * Returns modified level.
181 */ 163 */
182int 164int
183min_casting_level (object *caster, object *spell) 165min_casting_level (object *caster, object *spell)
186 168
187 if (caster->path_denied & spell->path_attuned) 169 if (caster->path_denied & spell->path_attuned)
188 return 1; 170 return 1;
189 171
190 new_level = spell->level 172 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 173 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 175
193 return (new_level < 1) ? 1 : new_level; 176 return max (1, new_level);
194} 177}
195
196 178
197/* This function returns the effective level the spell 179/* This function returns the effective level the spell
198 * is being cast at. 180 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 181 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 182 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 183 * min_caster_level, so the difference is effectively 4
202 */ 184 */
203
204int 185int
205caster_level (object *caster, object *spell) 186caster_level (object *caster, object *spell)
206{ 187{
207 int level = caster->level; 188 int level = caster->level;
208 189
223 204
224 level = MIN (level, sk_level + level / 10 + 1); 205 level = MIN (level, sk_level + level / 10 + 1);
225 } 206 }
226 207
227 /* Got valid caster level. Now adjust for attunement */ 208 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 209 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 211
230 /* Always make this at least 1. If this is zero, we get divide by zero 212 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 213 * errors in various places.
232 */ 214 */
233 if (level < 1)
234 level = 1;
235
236 return level; 215 return max (level, 1);
237} 216}
238 217
239/* The following function scales the spellpoint cost of 218/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 219 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 220 * lower level spells become incredibly vicious at high
444 if (OUT_OF_REAL_MAP (m, x, y)) 423 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 424 return 0;
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 425 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 426 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 427 && (!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))) 428 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 429 return 1;
453 430
454 return 0; 431 return 0;
455} 432}
473 { 450 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 451 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."); 452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 453 dir = 0;
477 } 454 }
478 new_op->x = op->x + freearr_x[dir]; 455
479 new_op->y = op->y + freearr_y[dir]; 456 SET_FLAG (new_op, FLAG_IDENTIFIED);
480 if (dir == 0) 457 op->map->insert (new_op,
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 458 op->x + freearr_x[dir], op->y + freearr_y[dir],
482 else 459 op,
483 insert_ob_in_map (new_op, op->map, op, 0); 460 dir ? 0 : INS_BELOW_ORIGINATOR);
461
484 return dir; 462 return dir;
485} 463}
486 464
487/* Returns true if it is ok to put spell *op on the space/may provided. 465/* 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 466 * immune_stop is basically the attacktype of the spell (why
490 * has the AT_MAGIC bit set, and there is a counterwall 468 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 469 * 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. 470 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 471 *
494 */ 472 */
495
496int 473int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 474ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 475{
499 object *tmp; 476 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; 477 return 0;
508 478
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 479 mapspace &ms = m->at (x, y);
480
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 482 return 0;
511 483
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 484 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 485 {
514 /* If there is a counterspell on the space, and this 486 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 487 * 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 488 * 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 489 * 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 490 * 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 491 * 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 492 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 493 * spell to actually hit the counterwall and be sucked up.
522 */ 494 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 495 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 496 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 497 && (tmp->type != PLAYER)
498 && (tmp->type != WEAPON)
499 && (tmp->type != BOW)
500 && (tmp->type != ARROW)
501 && (tmp->type != GOLEM)
502 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
503 // we special case floor here because there
504 // are sometimes spell effect floors
505 // which are used to inflict damage
506 // (and those shouldn't go away from
507 // sanctuary) see also: permanent lava
508 && (immune_stop & AT_MAGIC))
526 return 0; 509 return 0;
527 510
528 /* This is to prevent 'out of control' spells. Basically, this 511 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately 512 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe. 513 * needed for performance reasons, and just for playability I believe.
540 * playability reasons. 523 * playability reasons.
541 */ 524 */
542 if (tmp->arch == op->arch 525 if (tmp->arch == op->arch
543 && tmp->type == op->type 526 && tmp->type == op->type
544 && tmp->subtype == op->subtype 527 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 530 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 531 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548 tmp->range = MAX (tmp->range, op->range); 532 tmp->range = MAX (tmp->range, op->range);
549 tmp->duration = MAX (tmp->duration, op->duration); 533 tmp->duration = MAX (tmp->duration, op->duration);
550 return 0; 534 return 0;
552 536
553 /* Perhaps we should also put checks in for no magic and unholy 537 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 538 * ground to prevent it from moving along?
555 */ 539 */
556 } 540 }
541
557 /* If it passes the above tests, it must be OK */ 542 /* If it passes the above tests, it must be OK */
558 return 1; 543 return 1;
559} 544}
560 545
561/* fire_arch_from_position: fires an archetype. 546/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 551 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 552 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 553 * to fire.
569 * returns 0 on failure, 1 on success. 554 * returns 0 on failure, 1 on success.
570 */ 555 */
571
572int 556int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 558{
575 object *tmp; 559 object *tmp;
576 int mflags; 560 int mflags;
621 return 0; 605 return 0;
622 } 606 }
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 608 SET_ANIMATION (tmp, dir);
625 609
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 610 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
627 return 1;
628
629 move_spell_effect (tmp); 611 move_spell_effect (tmp);
630 612
631 return 1; 613 return 1;
632} 614}
633
634
635 615
636/***************************************************************************** 616/*****************************************************************************
637 * 617 *
638 * Code related to rods - perhaps better located in another file? 618 * Code related to rods - perhaps better located in another file?
639 * 619 *
640 ****************************************************************************/ 620 ****************************************************************************/
641
642void 621void
643regenerate_rod (object *rod) 622regenerate_rod (object *rod)
644{ 623{
645 if (rod->stats.hp < rod->stats.maxhp) 624 if (rod->stats.hp < rod->stats.maxhp)
646 { 625 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} 626}
653
654 627
655void 628void
656drain_rod_charge (object *rod) 629drain_rod_charge (object *rod)
657{ 630{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 631 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 632}
660
661
662
663 633
664/* this function is commonly used to find a friendly target for 634/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 635 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 636 * 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 637 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 638 * NULL if no good object.
669 */ 639 */
670
671object * 640object *
672find_target_for_friendly_spell (object *op, int dir) 641find_target_for_friendly_spell (object *op, int dir)
673{ 642{
674 object *tmp; 643 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 644
679 /* I don't really get this block - if op isn't a player or rune, 645 /* 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. 646 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 647 * The owner could very well be no where near op.
682 */ 648 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 655 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 656 tmp = op;
691 } 657 }
692 else 658 else
693 { 659 {
694 m = op->map; 660 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 661 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 662 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 { 663
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 664 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 665 ? m->at (x, y).player ()
706 break; 666 : 0;
707 }
708 } 667 }
668
709 /* didn't find a player there, look in current square for a player */ 669 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 670 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 671 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 672
717 return tmp; 673 return tmp;
718} 674}
719 675
720 676
765 return freedir[i]; 721 return freedir[i];
766 } 722 }
767 return -1; /* flag for "keep going the way you were" */ 723 return -1; /* flag for "keep going the way you were" */
768} 724}
769 725
770
771
772/* put_a_monster: puts a monster named monstername near by 726/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 727 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 728 * also deals with multipart monsters properly.
775 */ 729 */
776
777void 730void
778put_a_monster (object *op, const char *monstername) 731put_a_monster (object *op, const char *monstername)
779{ 732{
780 object *tmp, *head = NULL, *prev = NULL; 733 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 734 archetype *at;
788 741
789 /* find a free square nearby 742 /* find a free square nearby
790 * first we check the closest square for free squares 743 * first we check the closest square for free squares
791 */ 744 */
792 745
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 746 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 747 if (dir != -1)
795 { 748 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 749 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 750 * insert multipart monsters properly
798 */ 751 */
752 //TODO: use expand_tail + ...
799 while (at != NULL) 753 while (at != NULL)
800 { 754 {
801 tmp = arch_to_object (at); 755 tmp = arch_to_object (at);
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 756 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 757 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 758 tmp->map = op->map;
805 if (head) 759 if (head)
806 { 760 {
807 tmp->head = head; 761 tmp->head = head;
808 prev->more = tmp; 762 prev->more = tmp;
809 } 763 }
764
810 if (!head) 765 if (!head)
811 head = tmp; 766 head = tmp;
767
812 prev = tmp; 768 prev = tmp;
769
813 at = at->more; 770 at = (archetype *)at->more;
814 } 771 }
815 772
816 if (head->randomitems) 773 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 775
819 insert_ob_in_map (head, op->map, op, 0); 776 insert_ob_in_map (head, op->map, op, 0);
820 777
821 /* thought it'd be cool to insert a burnout, too. */ 778 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 779 op->map->insert (get_archetype ("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 } 780 }
828} 781}
829 782
830/* peterm: function which summons hostile monsters and 783/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 784 * places them in nearby squares.
858{ 811{
859 int attacktype; 812 int attacktype;
860 int face; 813 int face;
861} ATTACKS[22] = 814} ATTACKS[22] =
862{ 815{
863 {
864 AT_PHYSICAL, 0}, 816 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 817 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 818 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 819 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 820 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 821 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 822 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 823 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 824 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 825 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 826 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 827 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 828 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 829 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 830 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 831 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 832 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 833 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 834 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 835 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 836 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 837 { AT_FEAR, 10},
907 838};
908
909 839
910/* shuffle_attack: peterm 840/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 841 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 842 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 843 * chooses a face appropriate to the attack that is
1031 else 961 else
1032 { 962 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 963 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 964 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 965 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 966
1039 /* increase the area of destruction a little for more powerful spells */ 967 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 968 tmp->range += isqrt (power);
1041 969
1042 if (power > 25) 970 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 971 tmp->stats.dam = 25 + isqrt (power);
1044 else 972 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 973 tmp->stats.dam = power; /* nasty recoils! */
1046 974
1047 tmp->stats.maxhp = tmp->count; 975 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 976
977 tmp->insert_at (op);
1049 } 978 }
1050 } 979 }
1051} 980}
1052 981
1053int 982int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 983cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055{ 984{
1056 int success; 985 int success;
1057 player *pl;
1058 object *spell; 986 object *spell;
1059 987
1060 if (!spell_ob->other_arch) 988 if (!spell_ob->other_arch)
1061 { 989 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 990 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 991 return 0;
1064 } 992 }
993
1065 spell = arch_to_object (spell_ob->other_arch); 994 spell = arch_to_object (spell_ob->other_arch);
1066 995
1067 /* Always cast spell on caster */ 996 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 997 success = cast_spell (op, caster, dir, spell, stringarg);
1069 998
1070 if (caster->contr->party == NULL) 999 if (caster->contr->party == NULL)
1071 { 1000 {
1072 spell->remove (); 1001 spell->remove ();
1073 return success; 1002 return success;
1074 } 1003 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 1004
1005 for_all_players (pl)
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1006 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1077 {
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079 } 1008
1080 spell->remove (); 1009 spell->remove ();
1081 return success; 1010 return success;
1082} 1011}
1083 1012
1084/* This is where the main dispatch when someone casts a spell. 1013/* This is where the main dispatch when someone casts a spell.
1106 * 1035 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1036 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 1037 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 1038 * objects, the caller should do what it considers appropriate.
1110 */ 1039 */
1111
1112int 1040int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1041cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114{ 1042{
1115 const char *godname; 1043 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 1044 int success = 0, cast_level = 0;
1117 object *skill = NULL; 1045 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 1046
1121 if (!spell_ob) 1047 if (!spell_ob)
1122 { 1048 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 1049 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 1050 return 0;
1153 * at least process that code. 1079 * at least process that code.
1154 */ 1080 */
1155 if (op->type == PLAYER && op == caster) 1081 if (op->type == PLAYER && op == caster)
1156 { 1082 {
1157 cast_level = caster_level (caster, spell_ob); 1083 cast_level = caster_level (caster, spell_ob);
1084
1158 if (spell_ob->skill) 1085 if (spell_ob->skill)
1159 { 1086 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 1087 skill = find_skill_by_name (op, spell_ob->skill);
1088
1161 if (!skill) 1089 if (!skill)
1162 { 1090 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1164 return 0; 1092 return 0;
1165 } 1093 }
1094
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1167 { 1096 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1097 op->failmsg ("You lack enough skill to cast that spell!");
1169 return 0; 1098 return 0;
1170 } 1099 }
1171 } 1100 }
1101
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1102 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1103 * to have sufficient grace/mana.
1174 */ 1104 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1105 if (!QUERY_FLAG (op, FLAG_WIZ))
1176 { 1106 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1108 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1109 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1110 op->failmsg ("You don't have enough mana!");
1181 return 0; 1111 return 0;
1182 } 1112 }
1113
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1115 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1116 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1117 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) 1118 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); 1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1120 else
1192 { 1121 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1122 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); 1123 op->failmsg (format ("%s ignores your prayer.", godname));
1195 return 0; 1124 return 0;
1196 } 1125 }
1197 } 1126 }
1198 1127
1199 /* player/monster is trying to cast the spell. might fumble it */ 1128 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1129 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])) 1130 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1131 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1132 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1133 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1134
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); 1135 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1136 return 0;
1211 } 1137 }
1212 else if (spell_ob->stats.sp) 1138 else if (spell_ob->stats.sp)
1213 { 1139 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1140 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1141
1216 if (failure < 0) 1142 if (failure < 0)
1217 { 1143 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1144 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1145 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1146 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1147
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1148 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1149 return 0;
1224 } 1150 }
1225 } 1151 }
1226 } 1152 }
1227 } 1153 }
1228 1154
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1155 int mflags = op->ms ().flags ();
1230 1156
1231 /* See if we can cast a spell here. If the caster and op are 1157 /* 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 1158 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1159 * objects on the space - presume that they know what they are
1234 * doing. 1160 * doing.
1235 */ 1161 */
1236 1162
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1163 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1164 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1165 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1166 return 0;
1241 } 1167 }
1242 1168
1243 if ((spell_ob->type == SPELL) 1169 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1170 && (caster->type != POTION)
1249 { 1175 {
1250 if (op->type != PLAYER) 1176 if (op->type != PLAYER)
1251 return 0; 1177 return 0;
1252 1178
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1179 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); 1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1255 else 1181 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1182 {
1258 case range_magic: 1183 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1184 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1185 else if (item->type == SCROLL)
1261 case range_misc: 1186 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 1187 else
1288 op->spellarg = NULL; 1188 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 } 1189 }
1297 else 1190 else
1298 { /* casting_time == 0 */ 1191 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1192
1300 spell_ob = op->spell; 1193 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1194 }
1195
1306 /* Take into account how long it takes to cast the spell. 1196 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1197 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1198 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1199 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1200 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1201 * the player any time.
1312 * Ignore casting time for firewalls 1202 * Ignore casting time for firewalls
1203 */
1204 if (caster == op && caster->type != FIREWALL)
1205 {
1206 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1207 /* Other portions of the code may also decrement the speed of the player, so
1208 * put a lower limit so that the player isn't stuck here too long
1313 */ 1209 */
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)) 1210 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); 1211 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1212 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1213 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); 1214 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1215
1329 if (op->type == PLAYER && op == caster) 1216 if (op->type == PLAYER && op == caster)
1330 { 1217 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1218 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); 1219 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (op != caster && !skill && caster->skill) 1226 if (op != caster && !skill && caster->skill)
1340 { 1227 {
1341 skill = find_skill_by_name (op, caster->skill); 1228 skill = find_skill_by_name (op, caster->skill);
1342 if (!skill) 1229 if (!skill)
1343 { 1230 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1231 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1345 return 0; 1232 return 0;
1346 } 1233 }
1234
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1235 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1236 }
1237
1238 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1239 return RESULT_INT (0);
1349 1240
1350 switch (spell_ob->subtype) 1241 switch (spell_ob->subtype)
1351 { 1242 {
1352 /* The order of case statements is same as the order they show up 1243 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1244 * in in spells.h.
1354 */ 1245 */
1355 case SP_RAISE_DEAD: 1246 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1247 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357 break; 1248 break;
1358 1249
1359 case SP_RUNE: 1250 case SP_RUNE:
1392 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1283 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1393 break; 1284 break;
1394 1285
1395 case SP_SUMMON_GOLEM: 1286 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1287 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1288 break;
1399 1289
1400 case SP_DIMENSION_DOOR: 1290 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1291 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1292 * moved.
1475#ifdef NO_POLYMORPH 1365#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1366 /* 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 1367 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1368 * it was disabled), they get some feedback.
1479 */ 1369 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1370 op->failmsg ("The spell fizzles!");
1481 success = 0; 1371 success = 0;
1482#else 1372#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1373 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1374#endif
1485 break; 1375 break;
1505 break; 1395 break;
1506 1396
1507 case SP_MOVING_BALL: 1397 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1398 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1399 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1511 success = 0; 1401 success = 0;
1512 } 1402 }
1513 else 1403 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1515 break; 1405 break;
1535 success = cast_consecrate (op, caster, spell_ob); 1425 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1426 break;
1537 1427
1538 case SP_ANIMATE_WEAPON: 1428 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1429 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1430 break;
1542 1431
1543 case SP_LIGHT: 1432 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1433 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1434 break;
1558 1447
1559 case SP_AURA: 1448 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1449 success = create_aura (op, caster, spell_ob);
1561 break; 1450 break;
1562 1451
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1452 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1453 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569 break; 1454 break;
1570 1455
1571 default: 1456 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); 1457 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 { 1458 }
1584 free (stringarg); 1459
1585 stringarg = NULL; 1460 op->play_sound (
1586 } 1461 success
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1462 ? spell_ob->sound
1588 * to something like use_magic_item, but you really want to be able to fire 1463 ? spell_ob->sound
1589 * it again. 1464 : sound_find ("spell_success")
1590 */ 1465 : sound_find ("fumble_spell")
1591 if (op->contr) 1466 );
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593 1467
1594 return success; 1468 return success;
1595} 1469}
1596 1470
1597
1598/* This is called from time.c/process_object(). That function 1471/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1472 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1473 * then dispatches them to the appropriate specific routines.
1601 */ 1474 */
1602void 1475void
1603move_spell_effect (object *op) 1476move_spell_effect (object *op)
1604{ 1477{
1690 break; 1563 break;
1691 1564
1692 case SP_MOVING_BALL: 1565 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1566 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1567 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1568 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1569 save_throw_object (victim, spell->attacktype, spell);
1697 break; 1570 break;
1698 } 1571 }
1699} 1572}
1573

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