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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 1.63 by root, Thu Nov 8 19:43:29 2007 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 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
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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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
284 sp = 1; 263 sp = 1;
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 265 if (spell->stats.grace && !grace)
287 grace = 1; 266 grace = 1;
288 } 267 }
268
289 if (flags == SPELL_HIGHEST) 269 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 270 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 271 else if (flags == SPELL_GRACE)
292 return grace; 272 return grace;
293 else if (flags == SPELL_MANA) 273 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 277 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 278 return 0;
299 } 279 }
300} 280}
301 281
302
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 282/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 283 * spob is the spell we are adjusting.
305 */ 284 */
306int 285int
307SP_level_dam_adjust (object *caster, object *spob) 286SP_level_dam_adjust (object *caster, object *spob)
308{ 287{
288 if (!spob->dam_modifier)
289 return 0;
290
309 int level = caster_level (caster, spob); 291 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob); 292 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj;
319} 293}
320 294
321/* Adjust the strength of the spell based on level. 295/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 296 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 297 * but instead looks at the level_modifier value.
324 */ 298 */
325int 299int
326SP_level_duration_adjust (object *caster, object *spob) 300SP_level_duration_adjust (object *caster, object *spob)
327{ 301{
302 if (!spob->duration_modifier)
303 return 0;
304
328 int level = caster_level (caster, spob); 305 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob); 306 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj;
339} 307}
340 308
341/* Adjust the strength of the spell based on level. 309/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 310 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 311 * but instead looks at the level_modifier value.
344 */ 312 */
345int 313int
346SP_level_range_adjust (object *caster, object *spob) 314SP_level_range_adjust (object *caster, object *spob)
347{ 315{
316 if (!spob->range_modifier)
317 return 0;
318
348 int level = caster_level (caster, spob); 319 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob); 320 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj;
359} 321}
360 322
361/* Checks to see if player knows the spell. If the name is the same 323/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 324 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 325 * returns 1 if they know the spell, 0 if they don't.
444 if (OUT_OF_REAL_MAP (m, x, y)) 406 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 407 return 0;
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 408 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 409 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 410 && (!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))) 411 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 412 return 1;
453 413
454 return 0; 414 return 0;
455} 415}
473 { 433 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 434 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."); 435 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 436 dir = 0;
477 } 437 }
478 new_op->x = op->x + freearr_x[dir]; 438
479 new_op->y = op->y + freearr_y[dir]; 439 SET_FLAG (new_op, FLAG_IDENTIFIED);
480 if (dir == 0) 440 op->map->insert (new_op,
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 441 op->x + freearr_x[dir], op->y + freearr_y[dir],
482 else 442 op,
483 insert_ob_in_map (new_op, op->map, op, 0); 443 dir ? 0 : INS_BELOW_ORIGINATOR);
444
484 return dir; 445 return dir;
485} 446}
486 447
487/* Returns true if it is ok to put spell *op on the space/may provided. 448/* 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 449 * immune_stop is basically the attacktype of the spell (why
490 * has the AT_MAGIC bit set, and there is a counterwall 451 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 452 * 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. 453 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 454 *
494 */ 455 */
495
496int 456int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 457ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 458{
499 object *tmp; 459 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; 460 return 0;
508 461
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 462 mapspace &ms = m->at (x, y);
463
464 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 465 return 0;
511 466
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 467 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 468 {
514 /* If there is a counterspell on the space, and this 469 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 470 * 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 471 * 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 472 * 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 473 * 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 474 * 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 475 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 476 * spell to actually hit the counterwall and be sucked up.
522 */ 477 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 478 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 479 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 480 && (tmp->type != PLAYER)
481 && (tmp->type != WEAPON)
482 && (tmp->type != BOW)
483 && (tmp->type != ARROW)
484 && (tmp->type != GOLEM)
485 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
486 // we special case floor here because there
487 // are sometimes spell effect floors
488 // which are used to inflict damage
489 // (and those shouldn't go away from
490 // sanctuary) see also: permanent lava
491 && (immune_stop & AT_MAGIC))
526 return 0; 492 return 0;
527 493
528 /* This is to prevent 'out of control' spells. Basically, this 494 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately 495 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe. 496 * needed for performance reasons, and just for playability I believe.
540 * playability reasons. 506 * playability reasons.
541 */ 507 */
542 if (tmp->arch == op->arch 508 if (tmp->arch == op->arch
543 && tmp->type == op->type 509 && tmp->type == op->type
544 && tmp->subtype == op->subtype 510 && tmp->subtype == op->subtype
511 && tmp->owner == op->owner
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 512 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 513 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 514 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548 tmp->range = MAX (tmp->range, op->range); 515 tmp->range = MAX (tmp->range, op->range);
549 tmp->duration = MAX (tmp->duration, op->duration); 516 tmp->duration = MAX (tmp->duration, op->duration);
550 return 0; 517 return 0;
552 519
553 /* Perhaps we should also put checks in for no magic and unholy 520 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 521 * ground to prevent it from moving along?
555 */ 522 */
556 } 523 }
524
557 /* If it passes the above tests, it must be OK */ 525 /* If it passes the above tests, it must be OK */
558 return 1; 526 return 1;
559} 527}
560 528
561/* fire_arch_from_position: fires an archetype. 529/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 534 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 535 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 536 * to fire.
569 * returns 0 on failure, 1 on success. 537 * returns 0 on failure, 1 on success.
570 */ 538 */
571
572int 539int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 540fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 541{
575 object *tmp; 542 object *tmp;
576 int mflags; 543 int mflags;
621 return 0; 588 return 0;
622 } 589 }
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 590 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 591 SET_ANIMATION (tmp, dir);
625 592
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 593 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
627 return 1;
628
629 move_spell_effect (tmp); 594 move_spell_effect (tmp);
630 595
631 return 1; 596 return 1;
632} 597}
633
634
635 598
636/***************************************************************************** 599/*****************************************************************************
637 * 600 *
638 * Code related to rods - perhaps better located in another file? 601 * Code related to rods - perhaps better located in another file?
639 * 602 *
640 ****************************************************************************/ 603 ****************************************************************************/
641
642void 604void
643regenerate_rod (object *rod) 605regenerate_rod (object *rod)
644{ 606{
645 if (rod->stats.hp < rod->stats.maxhp) 607 if (rod->stats.hp < rod->stats.maxhp)
646 { 608 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} 609}
653
654 610
655void 611void
656drain_rod_charge (object *rod) 612drain_rod_charge (object *rod)
657{ 613{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 614 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 615}
660
661
662
663 616
664/* this function is commonly used to find a friendly target for 617/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 618 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 619 * 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 620 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 621 * NULL if no good object.
669 */ 622 */
670
671object * 623object *
672find_target_for_friendly_spell (object *op, int dir) 624find_target_for_friendly_spell (object *op, int dir)
673{ 625{
674 object *tmp; 626 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 627
679 /* I don't really get this block - if op isn't a player or rune, 628 /* 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. 629 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 630 * The owner could very well be no where near op.
682 */ 631 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 638 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 639 tmp = op;
691 } 640 }
692 else 641 else
693 { 642 {
694 m = op->map; 643 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 644 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 645 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 { 646
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 647 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 648 ? m->at (x, y).player ()
706 break; 649 : 0;
707 }
708 } 650 }
651
709 /* didn't find a player there, look in current square for a player */ 652 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 653 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 654 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 655
717 return tmp; 656 return tmp;
718} 657}
719 658
720 659
765 return freedir[i]; 704 return freedir[i];
766 } 705 }
767 return -1; /* flag for "keep going the way you were" */ 706 return -1; /* flag for "keep going the way you were" */
768} 707}
769 708
770
771
772/* put_a_monster: puts a monster named monstername near by 709/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 710 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 711 * also deals with multipart monsters properly.
775 */ 712 */
776
777void 713void
778put_a_monster (object *op, const char *monstername) 714put_a_monster (object *op, const char *monstername)
779{ 715{
780 object *tmp, *head = NULL, *prev = NULL; 716 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 717 archetype *at;
788 724
789 /* find a free square nearby 725 /* find a free square nearby
790 * first we check the closest square for free squares 726 * first we check the closest square for free squares
791 */ 727 */
792 728
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 729 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 730 if (dir != -1)
795 { 731 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 732 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 733 * insert multipart monsters properly
798 */ 734 */
735 //TODO: use expand_tail + ...
799 while (at != NULL) 736 while (at != NULL)
800 { 737 {
801 tmp = arch_to_object (at); 738 tmp = arch_to_object (at);
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 739 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 740 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 741 tmp->map = op->map;
805 if (head) 742 if (head)
806 { 743 {
807 tmp->head = head; 744 tmp->head = head;
808 prev->more = tmp; 745 prev->more = tmp;
809 } 746 }
747
810 if (!head) 748 if (!head)
811 head = tmp; 749 head = tmp;
750
812 prev = tmp; 751 prev = tmp;
752
813 at = at->more; 753 at = (archetype *)at->more;
814 } 754 }
815 755
816 if (head->randomitems) 756 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 757 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 758
819 insert_ob_in_map (head, op->map, op, 0); 759 insert_ob_in_map (head, op->map, op, 0);
820 760
821 /* thought it'd be cool to insert a burnout, too. */ 761 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 762 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 } 763 }
828} 764}
829 765
830/* peterm: function which summons hostile monsters and 766/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 767 * places them in nearby squares.
858{ 794{
859 int attacktype; 795 int attacktype;
860 int face; 796 int face;
861} ATTACKS[22] = 797} ATTACKS[22] =
862{ 798{
863 {
864 AT_PHYSICAL, 0}, 799 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 800 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 801 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 802 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 803 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 804 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 805 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 806 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 807 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 808 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 809 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 810 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 811 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 812 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 813 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 814 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 815 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 816 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 817 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 818 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 819 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 820 { AT_FEAR, 10},
907 821};
908
909 822
910/* shuffle_attack: peterm 823/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 824 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 825 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 826 * chooses a face appropriate to the attack that is
1031 else 944 else
1032 { 945 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 946 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 947 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 948 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 949
1039 /* increase the area of destruction a little for more powerful spells */ 950 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 951 tmp->range += isqrt (power);
1041 952
1042 if (power > 25) 953 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 954 tmp->stats.dam = 25 + isqrt (power);
1044 else 955 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 956 tmp->stats.dam = power; /* nasty recoils! */
1046 957
1047 tmp->stats.maxhp = tmp->count; 958 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 959
960 tmp->insert_at (op);
1049 } 961 }
1050 } 962 }
1051} 963}
1052 964
1053int 965int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 966cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055{ 967{
1056 int success; 968 int success;
1057 player *pl;
1058 object *spell; 969 object *spell;
1059 970
1060 if (!spell_ob->other_arch) 971 if (!spell_ob->other_arch)
1061 { 972 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 973 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 974 return 0;
1064 } 975 }
976
1065 spell = arch_to_object (spell_ob->other_arch); 977 spell = arch_to_object (spell_ob->other_arch);
1066 978
1067 /* Always cast spell on caster */ 979 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 980 success = cast_spell (op, caster, dir, spell, stringarg);
1069 981
1070 if (caster->contr->party == NULL) 982 if (caster->contr->party == NULL)
1071 { 983 {
1072 spell->remove (); 984 spell->remove ();
1073 return success; 985 return success;
1074 } 986 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 987
988 for_all_players (pl)
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 989 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); 990 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079 } 991
1080 spell->remove (); 992 spell->remove ();
1081 return success; 993 return success;
1082} 994}
1083 995
1084/* This is where the main dispatch when someone casts a spell. 996/* This is where the main dispatch when someone casts a spell.
1106 * 1018 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1019 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 1020 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 1021 * objects, the caller should do what it considers appropriate.
1110 */ 1022 */
1111
1112int 1023int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1024cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114{ 1025{
1115 const char *godname; 1026 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 1027 int success = 0, cast_level = 0;
1117 object *skill = NULL; 1028 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 1029
1121 if (!spell_ob) 1030 if (!spell_ob)
1122 { 1031 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 1032 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 1033 return 0;
1153 * at least process that code. 1062 * at least process that code.
1154 */ 1063 */
1155 if (op->type == PLAYER && op == caster) 1064 if (op->type == PLAYER && op == caster)
1156 { 1065 {
1157 cast_level = caster_level (caster, spell_ob); 1066 cast_level = caster_level (caster, spell_ob);
1067
1158 if (spell_ob->skill) 1068 if (spell_ob->skill)
1159 { 1069 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 1070 skill = find_skill_by_name (op, spell_ob->skill);
1071
1161 if (!skill) 1072 if (!skill)
1162 { 1073 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1074 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1164 return 0; 1075 return 0;
1165 } 1076 }
1077
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1078 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1167 { 1079 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1080 op->failmsg ("You lack enough skill to cast that spell!");
1169 return 0; 1081 return 0;
1170 } 1082 }
1171 } 1083 }
1084
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1085 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1086 * to have sufficient grace/mana.
1174 */ 1087 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1088 if (!QUERY_FLAG (op, FLAG_WIZ))
1176 { 1089 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1090 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1091 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1092 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1093 op->failmsg ("You don't have enough mana!");
1181 return 0; 1094 return 0;
1182 } 1095 }
1096
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1097 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1098 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1099 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1100 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) 1101 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); 1102 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1103 else
1192 { 1104 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1105 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); 1106 op->failmsg (format ("%s ignores your prayer.", godname));
1195 return 0; 1107 return 0;
1196 } 1108 }
1197 } 1109 }
1198 1110
1199 /* player/monster is trying to cast the spell. might fumble it */ 1111 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1112 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])) 1113 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1114 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1115 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1116 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1117
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); 1118 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1119 return 0;
1211 } 1120 }
1212 else if (spell_ob->stats.sp) 1121 else if (spell_ob->stats.sp)
1213 { 1122 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1123 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1124
1216 if (failure < 0) 1125 if (failure < 0)
1217 { 1126 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1127 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1128 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1129 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1130
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1131 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1132 return 0;
1224 } 1133 }
1225 } 1134 }
1226 } 1135 }
1227 } 1136 }
1228 1137
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1138 int mflags = op->ms ().flags ();
1230 1139
1231 /* See if we can cast a spell here. If the caster and op are 1140 /* 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 1141 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1142 * objects on the space - presume that they know what they are
1234 * doing. 1143 * doing.
1235 */ 1144 */
1236 1145
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1146 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1147 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1148 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1149 return 0;
1241 } 1150 }
1242 1151
1243 if ((spell_ob->type == SPELL) 1152 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1153 && (caster->type != POTION)
1249 { 1158 {
1250 if (op->type != PLAYER) 1159 if (op->type != PLAYER)
1251 return 0; 1160 return 0;
1252 1161
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1162 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); 1163 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1255 else 1164 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1165 {
1258 case range_magic: 1166 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1167 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1168 else if (item->type == SCROLL)
1261 case range_misc: 1169 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 1170 else
1288 op->spellarg = NULL; 1171 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 } 1172 }
1297 else 1173 else
1298 { /* casting_time == 0 */ 1174 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1175
1300 spell_ob = op->spell; 1176 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1177 }
1178
1306 /* Take into account how long it takes to cast the spell. 1179 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1180 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1181 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1182 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1183 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1184 * the player any time.
1312 * Ignore casting time for firewalls 1185 * Ignore casting time for firewalls
1186 */
1187 if (caster == op && caster->type != FIREWALL)
1188 {
1189 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1190 /* Other portions of the code may also decrement the speed of the player, so
1191 * put a lower limit so that the player isn't stuck here too long
1313 */ 1192 */
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)) 1193 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); 1194 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1195 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1196 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); 1197 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1198
1329 if (op->type == PLAYER && op == caster) 1199 if (op->type == PLAYER && op == caster)
1330 { 1200 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1201 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); 1202 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (op != caster && !skill && caster->skill) 1209 if (op != caster && !skill && caster->skill)
1340 { 1210 {
1341 skill = find_skill_by_name (op, caster->skill); 1211 skill = find_skill_by_name (op, caster->skill);
1342 if (!skill) 1212 if (!skill)
1343 { 1213 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1214 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1345 return 0; 1215 return 0;
1346 } 1216 }
1217
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1218 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1219 }
1220
1221 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1222 return RESULT_INT (0);
1349 1223
1350 switch (spell_ob->subtype) 1224 switch (spell_ob->subtype)
1351 { 1225 {
1352 /* The order of case statements is same as the order they show up 1226 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1227 * in in spells.h.
1354 */ 1228 */
1355 case SP_RAISE_DEAD: 1229 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1230 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357 break; 1231 break;
1358 1232
1359 case SP_RUNE: 1233 case SP_RUNE:
1392 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1266 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1393 break; 1267 break;
1394 1268
1395 case SP_SUMMON_GOLEM: 1269 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1270 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1271 break;
1399 1272
1400 case SP_DIMENSION_DOOR: 1273 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1274 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1275 * moved.
1475#ifdef NO_POLYMORPH 1348#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1349 /* 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 1350 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1351 * it was disabled), they get some feedback.
1479 */ 1352 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1353 op->failmsg ("The spell fizzles!");
1481 success = 0; 1354 success = 0;
1482#else 1355#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1356 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1357#endif
1485 break; 1358 break;
1505 break; 1378 break;
1506 1379
1507 case SP_MOVING_BALL: 1380 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1381 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1382 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1383 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1511 success = 0; 1384 success = 0;
1512 } 1385 }
1513 else 1386 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1387 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1515 break; 1388 break;
1535 success = cast_consecrate (op, caster, spell_ob); 1408 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1409 break;
1537 1410
1538 case SP_ANIMATE_WEAPON: 1411 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1412 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1413 break;
1542 1414
1543 case SP_LIGHT: 1415 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1416 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1417 break;
1558 1430
1559 case SP_AURA: 1431 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1432 success = create_aura (op, caster, spell_ob);
1561 break; 1433 break;
1562 1434
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1435 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569 break; 1437 break;
1570 1438
1571 default: 1439 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); 1440 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 { 1441 }
1584 free (stringarg); 1442
1585 stringarg = NULL; 1443 op->play_sound (
1586 } 1444 success
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1445 ? spell_ob->sound
1588 * to something like use_magic_item, but you really want to be able to fire 1446 ? spell_ob->sound
1589 * it again. 1447 : sound_find ("spell_success")
1590 */ 1448 : sound_find ("fumble_spell")
1591 if (op->contr) 1449 );
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593 1450
1594 return success; 1451 return success;
1595} 1452}
1596 1453
1597
1598/* This is called from time.c/process_object(). That function 1454/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1455 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1456 * then dispatches them to the appropriate specific routines.
1601 */ 1457 */
1602void 1458void
1603move_spell_effect (object *op) 1459move_spell_effect (object *op)
1604{ 1460{
1690 break; 1546 break;
1691 1547
1692 case SP_MOVING_BALL: 1548 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1549 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1550 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1551 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1552 save_throw_object (victim, spell->attacktype, spell);
1697 break; 1553 break;
1698 } 1554 }
1699} 1555}
1556

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