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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC

1/*
2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.1 2006/08/13 17:16:05 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30 24
31#include <global.h> 25#include <global.h>
32#include <spells.h> 26#include <spells.h>
33#include <object.h> 27#include <object.h>
34#include <errno.h> 28#include <errno.h>
35#ifndef __CEXTRACT__ 29#ifndef __CEXTRACT__
36#include <sproto.h> 30# include <sproto.h>
37#endif 31#endif
38#include <sounds.h> 32#include <sounds.h>
39 33
40extern char *spell_mapping[]; 34extern char *spell_mapping[];
41 35
42/* This returns a random spell from 'ob'. If skill is set, then 36/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 37 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 38 * matching spells are used.
45 */ 39 */
40object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 41find_random_spell_in_ob (object *ob, const char *skill)
47{ 42{
48 int k=0,s; 43 int k = 0, s;
49 object *tmp; 44 object *tmp;
50 45
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 46 for (tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 47 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++;
53 49
54 /* No spells, no need to progess further */ 50 /* No spells, no need to progess further */
55 if (!k) return NULL; 51 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 52 return NULL;
53
54 s = RANDOM () % k;
55
56 for (tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s)
60 return tmp;
61 else
62 s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL;
66} 66}
67 67
68/* Relatively simple function that gets used a lot. 68/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 69 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 70 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 71 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 72 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 73 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 74 * that object (use magic device).
75 */ 75 */
76void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 77set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 78{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 79 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 80 dest->skill = spob->skill;
81 else if (caster->skill) 81 else
82 dest->skill = add_refcount(caster->skill); 82 dest->skill = caster->skill;
83} 83}
84 84
85/* init_spells: This should really be called check_spells, as that 85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any 86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing 87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time 88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors. 89 * will result in it spitting out messages that aren't really errors.
90 */ 90 */
91void
91void init_spells(void) { 92init_spells (void)
93{
92#ifdef SPELL_DEBUG 94#ifdef SPELL_DEBUG
93 static int init_spells_done = 0; 95 static int init_spells_done = 0;
94 int i; 96 int i;
95 archetype *at; 97 archetype *at;
96 98
97 if (init_spells_done) 99 if (init_spells_done)
98 return; 100 return;
99 LOG(llevDebug, "Checking spells...\n"); 101 LOG (llevDebug, "Checking spells...\n");
100 102
101 for (at=first_archetype; at; at=at->next) { 103 for (at = first_archetype; at; at = at->next)
104 {
102 if (at->clone.type == SPELL) { 105 if (at->clone.type == SPELL)
106 {
103 if (at->clone.skill) { 107 if (at->clone.skill)
104 for (i=1; i<NUM_SKILLS; i++) 108 {
109 for (i = 1; i < NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break; 110 if (!strcmp (skill_names[i], at->clone.skill))
106 if (i==NUM_SKILLS) { 111 break;
112 if (i == NUM_SKILLS)
113 {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 } 115 }
109 } 116 }
110 /* other_arch is already checked for in the loader */ 117 /* other_arch is already checked for in the loader */
111 } 118 }
112 } 119 }
113 120
114 i=0; 121 i = 0;
115 while (spell_mapping[i]) { 122 while (spell_mapping[i])
123 {
116 if (!find_archetype(spell_mapping[i])) { 124 if (!archetype::find (spell_mapping[i]))
125 {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); 126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 } 127 }
119 i++; 128 i++;
120 } 129 }
121 LOG(llevDebug, "Checking spells completed.\n"); 130 LOG (llevDebug, "Checking spells completed.\n");
122#endif 131#endif
123} 132}
124 133
125/* Dumps all the spells - now also dumps skill associated with the spell. 134/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty 135 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around. 136 * minimal, but easy enough to keep around.
128 */ 137 */
138void
129void dump_spells(void) 139dump_spells (void)
130{ 140{
131 archetype *at; 141 archetype *at;
132 142
133 for (at=first_archetype; at; at=at->next) { 143 for (at = first_archetype; at; at = at->next)
144 {
134 if (at->clone.type == SPELL) { 145 if (at->clone.type == SPELL)
146 {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", 147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null", 148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
137 at->clone.skill?at->clone.skill:"null", at->clone.level); 149 }
138 }
139 } 150 }
140} 151}
141 152
142/* pretty basic function - basically just takes 153/* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map 154 * an object, sets the x,y, and calls insert_ob_in_map
144 */ 155 */
145 156
157void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 158spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 159{
149 160
150 if (spob->other_arch != NULL) { 161 if (spob->other_arch != NULL)
162 {
151 object *effect = arch_to_object(spob->other_arch); 163 object *effect = arch_to_object (spob->other_arch);
152 164
153 effect->x = x; 165 effect->x = x;
154 effect->y = y; 166 effect->y = y;
155 167
156 insert_ob_in_map(effect, map, originator,0); 168 insert_ob_in_map (effect, map, originator, 0);
157 } 169 }
158} 170}
159 171
160/* 172/*
161 * This function takes a caster and spell and presents the 173 * This function takes a caster and spell and presents the
165 * 177 *
166 * caster is person casting hte spell. 178 * caster is person casting hte spell.
167 * spell is the spell object. 179 * spell is the spell object.
168 * Returns modified level. 180 * Returns modified level.
169 */ 181 */
182int
170int min_casting_level(object *caster, object *spell) 183min_casting_level (object *caster, object *spell)
171{ 184{
172 int new_level; 185 int new_level;
173 186
174 if (caster->path_denied & spell->path_attuned) { 187 if (caster->path_denied & spell->path_attuned)
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1; 188 return 1;
183 } 189
184 new_level = spell->level 190 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 192
187 return (new_level < 1) ? 1 : new_level; 193 return (new_level < 1) ? 1 : new_level;
188} 194}
189 195
190 196
191/* This function returns the effective level the spell 197/* This function returns the effective level the spell
192 * is being cast at. 198 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5. 199 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against 200 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4 201 * min_caster_level, so the difference is effectively 4
196 */ 202 */
197 203
204int
198int caster_level(object *caster, object *spell) 205caster_level (object *caster, object *spell)
199{ 206{
200 int level = caster->level; 207 int level = caster->level;
201 208
202 /* If this is a player, try to find the matching skill */ 209 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) { 210 if (caster->type == PLAYER && spell->skill)
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++) 211 for (int i = 0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] && 212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
208 caster->contr->last_skill_ob[i]->skill == spell->skill) { 213 {
209 level = caster->contr->last_skill_ob[i]->level; 214 level = caster->contr->last_skill_ob[i]->level;
210 break; 215 break;
211 } 216 }
212 }
213 217
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 220 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1; 222 int sk_level = skill ? skill->level : 1;
223
219 level = MIN (level, sk_level + level / 10 + 1); 224 level = MIN (level, sk_level + level / 10 + 1);
220 }
221 225 }
226
222 /* Got valid caster level. Now adjust for attunement */ 227 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
225 229
226 /* Always make this at least 1. If this is zero, we get divide by zero 230 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places. 231 * errors in various places.
228 */ 232 */
229 if (level < 1) level = 1; 233 if (level < 1)
234 level = 1;
235
230 return level; 236 return level;
231} 237}
232 238
233/* The following function scales the spellpoint cost of 239/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 240 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 241 * lower level spells become incredibly vicious at high
240 * spell is the spell object. 246 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and 247 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher. 248 * mana. In that case, we return which ever value is higher.
243 */ 249 */
244 250
251sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 252SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 253{
247 int sp, grace, level = caster_level(caster, spell); 254 int sp, grace, level = caster_level (caster, spell);
248 255
249 if (settings.spellpoint_level_depend == TRUE) { 256 if (settings.spellpoint_level_depend == TRUE)
257 {
250 if (spell->stats.sp && spell->stats.maxsp) { 258 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 259 {
252 (1.0 + MAX(0, 260 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 261 }
254 } 262 else
255 else sp = spell->stats.sp; 263 sp = spell->stats.sp;
256 264
257 sp *= (int) PATH_SP_MULT(caster,spell); 265 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 266 if (!sp && spell->stats.sp)
267 sp = 1;
259 268
260 if (spell->stats.grace && spell->stats.maxgrace) { 269 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 270 {
262 (1.0 + MAX(0, 271 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 272 }
264 } 273 else
265 else grace = spell->stats.grace; 274 grace = spell->stats.grace;
266 275
267 grace *= (int) PATH_SP_MULT(caster,spell); 276 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 277 if (spell->stats.grace && !grace)
269 } else { 278 grace = 1;
279 }
280 else
281 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 283 if (spell->stats.sp && !sp)
284 sp = 1;
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 286 if (spell->stats.grace && !grace)
287 grace = 1;
274 } 288 }
275 if (flags == SPELL_HIGHEST) 289 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 290 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 291 else if (flags == SPELL_GRACE)
278 return grace; 292 return grace;
279 else if (flags == SPELL_MANA) 293 else if (flags == SPELL_MANA)
280 return sp; 294 return sp;
281 else { 295 else
296 {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 298 return 0;
284 } 299 }
285} 300}
286 301
287 302
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 303/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 304 * spob is the spell we are adjusting.
290 */ 305 */
306int
291int SP_level_dam_adjust(object *caster, object *spob) 307SP_level_dam_adjust (object *caster, object *spob)
292{ 308{
293 int level = caster_level (caster, spob); 309 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 310 int adj = level - min_casting_level (caster, spob);
295 311
296 if(adj < 0) adj=0; 312 if (adj < 0)
313 adj = 0;
297 if (spob->dam_modifier) 314 if (spob->dam_modifier)
298 adj/=spob->dam_modifier; 315 adj /= spob->dam_modifier;
299 else adj=0; 316 else
317 adj = 0;
300 return adj; 318 return adj;
301} 319}
302 320
303/* Adjust the strength of the spell based on level. 321/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 322 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 323 * but instead looks at the level_modifier value.
306 */ 324 */
325int
307int SP_level_duration_adjust(object *caster, object *spob) 326SP_level_duration_adjust (object *caster, object *spob)
308{ 327{
309 int level = caster_level (caster, spob); 328 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 329 int adj = level - min_casting_level (caster, spob);
311 330
312 if(adj < 0) adj=0; 331 if (adj < 0)
332 adj = 0;
313 if(spob->duration_modifier) 333 if (spob->duration_modifier)
314 adj/=spob->duration_modifier; 334 adj /= spob->duration_modifier;
315 else adj=0; 335 else
336 adj = 0;
316 337
317 return adj; 338 return adj;
318} 339}
319 340
320/* Adjust the strength of the spell based on level. 341/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 342 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 343 * but instead looks at the level_modifier value.
323 */ 344 */
345int
324int SP_level_range_adjust(object *caster, object *spob) 346SP_level_range_adjust (object *caster, object *spob)
325{ 347{
326 int level = caster_level (caster, spob); 348 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 349 int adj = level - min_casting_level (caster, spob);
328 350
329 if(adj < 0) adj=0; 351 if (adj < 0)
352 adj = 0;
330 if(spob->range_modifier) 353 if (spob->range_modifier)
331 adj/=spob->range_modifier; 354 adj /= spob->range_modifier;
332 else adj=0; 355 else
356 adj = 0;
333 357
334 return adj; 358 return adj;
335} 359}
336 360
337/* Checks to see if player knows the spell. If the name is the same 361/* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it. 362 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't. 363 * returns 1 if they know the spell, 0 if they don't.
340 */ 364 */
365object *
341object *check_spell_known (object *op, const char *name) 366check_spell_known (object *op, const char *name)
342{ 367{
343 object *spop; 368 object *spop;
344 369
345 for (spop=op->inv; spop; spop=spop->below) 370 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 371 if (spop->type == SPELL && !strcmp (spop->name, name))
372 return spop;
347 373
348 return NULL; 374 return NULL;
349} 375}
350 376
351 377
352/* 378/*
353 * Look at object 'op' and see if they know the spell 379 * Look at object 'op' and see if they know the spell
356 * returns the matching spell object, or NULL. 382 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 383 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 384 * exact match, we also return NULL.
359 */ 385 */
360 386
387object *
361object *lookup_spell_by_name(object *op,const char *spname) { 388lookup_spell_by_name (object *op, const char *spname)
389{
362 object *spob1=NULL, *spob2=NULL, *spob; 390 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 391 int nummatch = 0;
364 392
365 if(spname==NULL) return NULL; 393 if (spname == NULL)
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL; 394 return NULL;
395
396 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name.
399 */
400 for (spob = op->inv; spob; spob = spob->below)
401 {
402 if (spob->type == SPELL)
403 {
404 if (!strncmp (spob->name, spname, strlen (spname)))
405 {
406 nummatch++;
407 spob1 = spob;
408 }
409 else if (!strncmp (spob->name, spname, strlen (spob->name)))
410 {
411 /* if spells have ambiguous names, it makes matching
412 * really difficult. (eg, fire and fireball would
413 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion.
415 */
416 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
418 spob2 = spob;
419 }
420 }
421 }
422 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null
424 */
425 if (spob2)
426 return spob2;
427 if (spob1 && nummatch == 1)
428 return spob1;
429 return NULL;
395} 430}
396 431
397/* reflwall - decides weither the (spell-)object sp_op will 432/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 433 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 434 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 435 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 436 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 437 * eg, updated for tiled maps.
403 */ 438 */
439int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 440reflwall (maptile *m, int x, int y, object *sp_op)
441{
405 object *op; 442 object *op;
406 443
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 444 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 445 return 0;
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE)
449 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
450 return 1;
451
452 return 0;
414} 453}
415 454
416/* cast_create_object: creates object new_op in direction dir 455/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 456 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 457 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 458 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 459 * returns the direction that the object was actually placed
421 * in. 460 * in.
422 */ 461 */
462int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 463cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 464{
425 mapstruct *m; 465 maptile *m;
426 sint16 sx, sy; 466 sint16 sx, sy;
427 467
428 if(dir && 468 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 469 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 470 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
471 {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
433 dir = 0; 474 dir = 0;
434 } 475 }
435 new_op->x=op->x+freearr_x[dir]; 476 new_op->x = op->x + freearr_x[dir];
436 new_op->y=op->y+freearr_y[dir]; 477 new_op->y = op->y + freearr_y[dir];
437 if (dir == 0) 478 if (dir == 0)
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
439 else 480 else
440 insert_ob_in_map(new_op,op->map,op,0); 481 insert_ob_in_map (new_op, op->map, op, 0);
441 return dir; 482 return dir;
442} 483}
443 484
444/* Returns true if it is ok to put spell *op on the space/may provided. 485/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 486 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 487 * passed as a different value, not sure of). If immune_stop
448 * on the space, the object doesn't get placed. if immune stop 489 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell. 490 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 * 491 *
451 */ 492 */
452 493
494int
453int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{
454 object *tmp; 497 object *tmp;
455 int mflags; 498 int mflags;
456 mapstruct *mp; 499 maptile *mp;
457 500
458 mp = m; 501 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y); 502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
460 503
461 if (mflags & P_OUT_OF_MAP) return 0; 504 if (mflags & P_OUT_OF_MAP)
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 505 return 0;
490 506
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
508 return 0;
509
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
511 {
512 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more
516 * resources, and may not work as well if a player is standing
517 * on top of a counterwall spell (may hit the player before being
518 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up.
520 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) &&
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
524 return 0;
525
526 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe.
529 * there are no such things as multispaced spells right now, so
530 * we don't need to worry about the head.
531 */
532 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
533 return 0;
534
491 /* 535 /*
492 * Combine similar spell effects into one spell effect. Needed for 536 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 537 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 538 * playability reasons.
495 */ 539 */
496 if (tmp->arch == op->arch 540 if (tmp->arch == op->arch
497 && tmp->type == op->type 541 && tmp->type == op->type
498 && tmp->subtype == op->subtype 542 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) { 544 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 546 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 547 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 548 return 0;
507 } 549 }
508 550
509 /* Perhaps we should also put checks in for no magic and unholy 551 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 552 * ground to prevent it from moving along?
511 */ 553 */
512 } 554 }
513 /* If it passes the above tests, it must be OK */ 555 /* If it passes the above tests, it must be OK */
514 return 1; 556 return 1;
515} 557}
516 558
517/* fire_arch_from_position: fires an archetype. 559/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 560 * op: person firing the object.
519 * caster: object casting the spell. 561 * caster: object casting the spell.
522 * dir: direction to fire in. 564 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype 565 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire. 566 * to fire.
525 * returns 0 on failure, 1 on success. 567 * returns 0 on failure, 1 on success.
526 */ 568 */
527 569
570int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 571fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 572{
531 object *tmp; 573 object *tmp;
532 int mflags; 574 int mflags;
533 mapstruct *m; 575 maptile *m;
534 576
535 if(spell->other_arch==NULL) 577 if (spell->other_arch == NULL)
536 return 0; 578 return 0;
537 579
538 m = op->map; 580 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 mflags = get_map_flags (m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) { 582 if (mflags & P_OUT_OF_MAP)
541 return 0;
542 } 583 {
584 return 0;
585 }
543 586
544 tmp=arch_to_object(spell->other_arch); 587 tmp = arch_to_object (spell->other_arch);
545 588
546 if(tmp==NULL) 589 if (tmp == NULL)
547 return 0; 590 return 0;
548 591
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { 592 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
593 {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 594 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp); 595 tmp->destroy ();
552 return 0; 596 return 0;
553 } 597 }
554 598
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 599 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 600 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 601 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 602 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 603 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 604 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 605 tmp->x = x;
564 tmp->y=y; 606 tmp->y = y;
565 tmp->direction=dir; 607 tmp->direction = dir;
566 if (get_owner (op) != NULL) 608 if (op->owner != NULL)
567 copy_owner (tmp, op); 609 tmp->set_owner (op);
568 else 610 else
569 set_owner (tmp, op); 611 tmp->set_owner (op);
570 tmp->level = caster_level (caster, spell); 612 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 613 set_spell_skill (op, caster, spell, tmp);
572 614
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 615 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 616 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0;
576 } 617 {
618 if (!tailor_god_spell (tmp, op))
619 return 0;
620 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 622 SET_ANIMATION (tmp, dir);
579 623
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
581 return 1;
582
583 move_spell_effect(tmp);
584
585 return 1; 625 return 1;
626
627 move_spell_effect (tmp);
628
629 return 1;
586} 630}
587 631
588 632
589 633
590/***************************************************************************** 634/*****************************************************************************
591 * 635 *
592 * Code related to rods - perhaps better located in another file? 636 * Code related to rods - perhaps better located in another file?
593 * 637 *
594 ****************************************************************************/ 638 ****************************************************************************/
595 639
640void
596void regenerate_rod(object *rod) { 641regenerate_rod (object *rod)
642{
597 if (rod->stats.hp < rod->stats.maxhp) { 643 if (rod->stats.hp < rod->stats.maxhp)
644 {
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
599 646
600 if (rod->stats.hp > rod->stats.maxhp) 647 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp; 648 rod->stats.hp = rod->stats.maxhp;
602 } 649 }
603} 650}
604 651
605 652
653void
606void drain_rod_charge(object *rod) { 654drain_rod_charge (object *rod)
655{
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
608} 657}
609 658
610 659
611 660
612 661
615 * op is what is looking for the target (which can be a player), 664 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or 665 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object. 666 * NULL if no good object.
618 */ 667 */
619 668
669object *
620object *find_target_for_friendly_spell(object *op,int dir) { 670find_target_for_friendly_spell (object *op, int dir)
671{
621 object *tmp; 672 object *tmp;
622 mapstruct *m; 673 maptile *m;
623 sint16 x, y; 674 sint16 x, y;
624 int mflags; 675 int mflags;
625 676
626 /* I don't really get this block - if op isn't a player or rune, 677 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 678 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 679 * The owner could very well be no where near op.
629 */ 680 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 681 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 682 {
683 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 684 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 685 * to the caster.
634 */ 686 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op;
689 }
690 else
636 } 691 {
637 else {
638 m = op->map; 692 m = op->map;
639 x = op->x+freearr_x[dir]; 693 x = op->x + freearr_x[dir];
640 y = op->y+freearr_y[dir]; 694 y = op->y + freearr_y[dir];
641 695
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 696 mflags = get_map_flags (m, &m, x, y, &x, &y);
643 697
644 if (mflags & P_OUT_OF_MAP) 698 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL; 699 tmp = 0;
646 else { 700 else
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) 701 tmp = m->at (x, y).player ();
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 702 }
703
652 /* didn't find a player there, look in current square for a player */ 704 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 705 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 706 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 707
670 return tmp; 708 return tmp;
671} 709}
672 710
673 711
674 712
675/* raytrace: 713/* raytrace:
682 * It returns the direction toward the first/closest live object if it finds 720 * It returns the direction toward the first/closest live object if it finds
683 * any, otherwise -1. 721 * any, otherwise -1.
684 * note that exclude can be NULL, in which case all bets are off. 722 * note that exclude can be NULL, in which case all bets are off.
685 */ 723 */
686 724
725int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 726spell_find_dir (maptile *m, int x, int y, object *exclude)
727{
688 int i,max=SIZEOFFREE; 728 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 729 sint16 nx, ny;
690 int owner_type=0, mflags; 730 int owner_type = 0, mflags;
691 object *tmp; 731 object *tmp;
692 mapstruct *mp; 732 maptile *mp;
693 733
694 if (exclude && exclude->head) 734 if (exclude && exclude->head)
695 exclude = exclude->head; 735 exclude = exclude->head;
696 if (exclude && exclude->type) 736 if (exclude && exclude->type)
697 owner_type = exclude->type; 737 owner_type = exclude->type;
698 738
699 for(i=rndm(1, 8);i<max;i++) { 739 for (i = rndm (1, 8); i < max; i++)
740 {
700 nx = x + freearr_x[i]; 741 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 742 ny = y + freearr_y[i];
702 mp = m; 743 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 744 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 745 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
746 continue;
705 747
706 tmp=get_map_ob(mp,nx,ny); 748 tmp = GET_MAP_OB (mp, nx, ny);
707 749
708 while(tmp!=NULL && (((owner_type==PLAYER && 750 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 751 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 752 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 753 tmp = tmp->above;
713 754
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 755 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 756 return freedir[i];
716 } 757 }
717 return -1; /* flag for "keep going the way you were" */ 758 return -1; /* flag for "keep going the way you were" */
718} 759}
719 760
720 761
721 762
722/* put_a_monster: puts a monster named monstername near by 763/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 764 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 765 * also deals with multipart monsters properly.
725 */ 766 */
726 767
768void
727void put_a_monster(object *op,const char *monstername) { 769put_a_monster (object *op, const char *monstername)
770{
728 object *tmp,*head=NULL,*prev=NULL; 771 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 772 archetype *at;
730 int dir; 773 int dir;
731 774
732 /* Handle cases where we are passed a bogus mosntername */ 775 /* Handle cases where we are passed a bogus mosntername */
733 776
734 if((at=find_archetype(monstername))==NULL) return; 777 if ((at = archetype::find (monstername)) == NULL)
778 return;
735 779
736 /* find a free square nearby 780 /* find a free square nearby
737 * first we check the closest square for free squares 781 * first we check the closest square for free squares
738 */ 782 */
739 783
740 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 784 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
741 if(dir!=-1) { 785 if (dir != -1)
786 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 787 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 788 * insert multipart monsters properly
744 */ 789 */
745 while (at!=NULL) { 790 while (at != NULL)
791 {
746 tmp=arch_to_object(at); 792 tmp = arch_to_object (at);
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 793 tmp->x = op->x + freearr_x[dir] + at->clone.x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 794 tmp->y = op->y + freearr_y[dir] + at->clone.y;
749 tmp->map = op->map; 795 tmp->map = op->map;
750 if (head) { 796 if (head)
751 tmp->head=head; 797 {
752 prev->more=tmp; 798 tmp->head = head;
753 } 799 prev->more = tmp;
754 if (!head) head=tmp; 800 }
755 prev=tmp; 801 if (!head)
802 head = tmp;
803 prev = tmp;
756 at=at->more; 804 at = at->more;
757 } 805 }
758 806
759 if (head->randomitems) 807 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 809
762 insert_ob_in_map(head,op->map,op,0); 810 insert_ob_in_map (head, op->map, op, 0);
763 811
764 /* thought it'd be cool to insert a burnout, too.*/ 812 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 813 tmp = get_archetype ("burnout");
766 tmp->map = op->map; 814 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir]; 815 tmp->x = op->x + freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir]; 816 tmp->y = op->y + freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
770 } 818 }
771} 819}
772 820
773/* peterm: function which summons hostile monsters and 821/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 822 * places them in nearby squares.
782 * use to call this, but best I can tell, that spell/ability was 830 * use to call this, but best I can tell, that spell/ability was
783 * never used. This is however used by various failures on the 831 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 832 * players part (alchemy, reincarnation, etc)
785 */ 833 */
786 834
835int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 836summon_hostile_monsters (object *op, int n, const char *monstername)
837{
788 int i; 838 int i;
839
789 for(i=0;i<n;i++) 840 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 841 put_a_monster (op, monstername);
791 842
792 return n; 843 return n;
793} 844}
794 845
795 846
796/* Some local definitions for shuffle-attack */ 847/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 848struct attacktype_shuffle
849{
798 int attacktype; 850 int attacktype;
799 int face; 851 int face;
800 } ATTACKS[22] = { 852} ATTACKS[22] =
853{
854 {
801 {AT_PHYSICAL,0}, 855 AT_PHYSICAL, 0},
856 {
802 {AT_PHYSICAL,0}, /*face = explosion*/ 857 AT_PHYSICAL, 0}, /*face = explosion */
858 {
803 {AT_PHYSICAL,0}, 859 AT_PHYSICAL, 0},
860 {
804 {AT_MAGIC,1}, 861 AT_MAGIC, 1},
862 {
805 {AT_MAGIC,1}, /* face = last-burnout */ 863 AT_MAGIC, 1}, /* face = last-burnout */
864 {
806 {AT_MAGIC,1}, 865 AT_MAGIC, 1},
866 {
807 {AT_FIRE,2}, 867 AT_FIRE, 2},
868 {
808 {AT_FIRE,2}, /* face = fire.... */ 869 AT_FIRE, 2}, /* face = fire.... */
870 {
809 {AT_FIRE,2}, 871 AT_FIRE, 2},
872 {
810 {AT_ELECTRICITY,3}, 873 AT_ELECTRICITY, 3},
874 {
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 875 AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
812 {AT_ELECTRICITY,3}, 877 AT_ELECTRICITY, 3},
813 {AT_COLD,4}, 878 {
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 879 AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4},
884 {
816 {AT_CONFUSION,5}, 885 AT_CONFUSION, 5},
886 {
817 {AT_POISON,7}, 887 AT_POISON, 7},
888 {
818 {AT_POISON,7}, /* face = acid sphere. generator */ 889 AT_POISON, 7}, /* face = acid sphere. generator */
890 {
819 {AT_POISON,7}, /* poisoncloud face */ 891 AT_POISON, 7}, /* poisoncloud face */
892 {
820 {AT_SLOW,8}, 893 AT_SLOW, 8},
894 {
821 {AT_PARALYZE,9}, 895 AT_PARALYZE, 9},
896 {
822 {AT_FEAR,10} }; 897AT_FEAR, 10}};
823 898
824 899
825 900
826/* shuffle_attack: peterm 901/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 902 * This routine shuffles the attack of op to one of the
837 * would be nice. 912 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 913 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 914 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 915 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 916 */
917void
842void shuffle_attack(object *op,int change_face) 918shuffle_attack (object *op, int change_face)
843{ 919{
844 int i; 920 int i;
921
845 i=rndm(0, 21); 922 i = rndm (0, 21);
846 923
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 924 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 925
849 if(change_face) { 926 if (change_face)
927 {
850 SET_ANIMATION(op, ATTACKS[i].face); 928 SET_ANIMATION (op, ATTACKS[i].face);
851 } 929 }
852} 930}
853 931
854 932
855/* prayer_failure: This is called when a player fails 933/* prayer_failure: This is called when a player fails
857 * op is the player. 935 * op is the player.
858 * failure is basically how much grace they had. 936 * failure is basically how much grace they had.
859 * power is how much grace the spell would normally take to cast. 937 * power is how much grace the spell would normally take to cast.
860 */ 938 */
861 939
940void
862void prayer_failure(object *op, int failure,int power) 941prayer_failure (object *op, int failure, int power)
863{ 942{
864 const char *godname; 943 const char *godname;
865 object *tmp; 944 object *tmp;
866 945
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 946 if (!strcmp ((godname = determine_god (op)), "none"))
947 godname = "Your spirit";
868 948
869 if(failure<= -20 && failure > -40) /* wonder */ 949 if (failure <= -20 && failure > -40) /* wonder */
870 { 950 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 951 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype(SPELL_WONDER); 952 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 953 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 954 tmp->destroy ();
875 } 955 }
876 956
877 else if (failure <= -40 && failure > -60) /* confusion */ 957 else if (failure <= -40 && failure > -60) /* confusion */
878 { 958 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 959 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player(op,op,99); 960 confuse_player (op, op, 99);
881 } 961 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 962 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 963 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 964 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
885 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 965 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player(op,op,99); 966 paralyze_player (op, op, 99);
887 } 967 }
888 else if (failure <= -150) /* blast the immediate area */ 968 else if (failure <= -150) /* blast the immediate area */
889 { 969 {
890 tmp = get_archetype(GOD_POWER); 970 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 971 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm(op,tmp, power); 972 cast_magic_storm (op, tmp, power);
893 } 973 }
894} 974}
895 975
896/* 976/*
897 * spell_failure() handles the various effects for differing degrees 977 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 980 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell. 981 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell. 982 * skill is the skill you'd need to cast the spell.
903 */ 983 */
904 984
985void
905void spell_failure(object *op, int failure,int power, object *skill) 986spell_failure (object *op, int failure, int power, object *skill)
906{ 987{
907 object *tmp; 988 object *tmp;
908 989
909 if (settings.spell_failure_effects == FALSE) 990 if (settings.spell_failure_effects == FALSE)
910 return; 991 return;
911 992
912 if (failure<=-20 && failure > -40) /* wonder */ 993 if (failure <= -20 && failure > -40) /* wonder */
913 { 994 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 995 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 996 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 997 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 998 tmp->destroy ();
918 } 999 }
919 1000
920 else if (failure <= -40 && failure > -60) /* confusion */ 1001 else if (failure <= -40 && failure > -60) /* confusion */
921 { 1002 {
922 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 1003 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923 confuse_player(op,op,99); 1004 confuse_player (op, op, 99);
924 } 1005 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 1006 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 1007 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 1008 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 1009 paralyze_player (op, op, 99);
929 } 1010 }
930 else if (failure <= -80) /* blast the immediate area */ 1011 else if (failure <= -80) /* blast the immediate area */
931 { 1012 {
932 object *tmp; 1013 object *tmp;
1014
933 /* Safety check to make sure we don't get any mana storms in scorn */ 1015 /* Safety check to make sure we don't get any mana storms in scorn */
934 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 1016 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 1017 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 1018 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 1019 hit_player (op, 9998, op, AT_INTERNAL, 1);
967 }
968 spell = arch_to_object( spell_ob->other_arch );
969 1020
970 /* Always cast spell on caster */ 1021 }
971 success = cast_spell( op, caster, dir, spell, stringarg ); 1022 else
972
973 if ( caster->contr->party == NULL )
974 { 1023 {
975 remove_ob( spell ); 1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029
1030 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power);
1032
1033 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power);
1035 else
1036 tmp->stats.dam = power; /* nasty recoils! */
1037
1038 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0);
1040 }
1041 }
1042}
1043
1044int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046{
1047 int success;
1048 player *pl;
1049 object *spell;
1050
1051 if (!spell_ob->other_arch)
1052 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n");
1054 return 0;
1055 }
1056 spell = arch_to_object (spell_ob->other_arch);
1057
1058 /* Always cast spell on caster */
1059 success = cast_spell (op, caster, dir, spell, stringarg);
1060
1061 if (caster->contr->party == NULL)
1062 {
1063 spell->remove ();
976 return success; 1064 return success;
977 } 1065 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 1066 for_all_players (pl)
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 1067 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
980 { 1068 {
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
982 } 1070 }
983 remove_ob( spell ); 1071 spell->remove ();
984 return success; 1072 return success;
985 } 1073}
986 1074
987/* This is where the main dispatch when someone casts a spell. 1075/* This is where the main dispatch when someone casts a spell.
988 * 1076 *
989 * op is the creature that is owner of the object that is casting the spell - 1077 * op is the creature that is owner of the object that is casting the spell -
990 * eg, the player or monster. 1078 * eg, the player or monster.
1010 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1098 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1011 * this function will decrease the mana/grace appropriately. For other 1099 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 1100 * objects, the caller should do what it considers appropriate.
1013 */ 1101 */
1014 1102
1103int
1015int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 1104cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1016 1105{
1017 const char *godname; 1106 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 1107 int success = 0, mflags, cast_level = 0, old_shoottype;
1019 object *skill=NULL; 1108 object *skill = NULL;
1020 1109
1021 old_shoottype = op->contr ? op->contr->shoottype : 0; 1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022 1111
1023 if (!spell_ob) { 1112 if (!spell_ob)
1113 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 1114 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 1115 return 0;
1026 } 1116 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 1117
1118 if (!strcmp ((godname = determine_god (op)), "none"))
1119 godname = "A random spirit";
1120
1029 /* the caller should set caster to op if appropriate */ 1121 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 1122 if (!caster)
1123 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 1124 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 1125 return 0;
1033 } 1126 }
1034 1127
1035 /* if caster is a spell casting object, this normally shouldn't be 1128 /* if caster is a spell casting object, this normally shouldn't be
1036 * an issue, because they don't have any spellpaths set up. 1129 * an issue, because they don't have any spellpaths set up.
1037 */ 1130 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 1131 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1132 {
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 1133 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1040 return 0; 1134 return 0;
1041 } 1135 }
1042 1136
1043 /* if it is a player casting the spell, and they are really casting it 1137 /* if it is a player casting the spell, and they are really casting it
1044 * (vs it coming from a wand, scroll, or whatever else), do some 1138 * (vs it coming from a wand, scroll, or whatever else), do some
1045 * checks. We let monsters do special things - eg, they 1139 * checks. We let monsters do special things - eg, they
1046 * don't need the skill, bypass level checks, etc. The monster function 1140 * don't need the skill, bypass level checks, etc. The monster function
1047 * should take care of that. 1141 * should take care of that.
1048 * Remove the wiz check here and move it further down - some spells 1142 * Remove the wiz check here and move it further down - some spells
1049 * need to have the right skill pointer passed, so we need to 1143 * need to have the right skill pointer passed, so we need to
1050 * at least process that code. 1144 * at least process that code.
1051 */ 1145 */
1052 if (op->type == PLAYER && op == caster) { 1146 if (op->type == PLAYER && op == caster)
1147 {
1053 cast_level = caster_level(caster, spell_ob); 1148 cast_level = caster_level (caster, spell_ob);
1054 if (spell_ob->skill) { 1149 if (spell_ob->skill)
1150 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 1151 skill = find_skill_by_name (op, spell_ob->skill);
1056 if (!skill) { 1152 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1153 {
1058 spell_ob->skill, spell_ob->name); 1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1059 return 0; 1155 return 0;
1060 } 1156 }
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1157 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1158 {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1159 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1063 return 0; 1160 return 0;
1064 } 1161 }
1065 } 1162 }
1066 /* If the caster is the wiz, they don't ever fail, and don't have 1163 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana. 1164 * to have sufficient grace/mana.
1068 */ 1165 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1166 if (!QUERY_FLAG (op, FLAG_WIZ))
1167 {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1168 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1073 return 0; 1172 return 0;
1074 } 1173 }
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1179 {
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1181 }
1182 else
1183 {
1184 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1086 return 0; 1186 return 0;
1087 } 1187 }
1088 } 1188 }
1089 1189
1090 /* player/monster is trying to cast the spell. might fumble it */ 1190 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1095 if (settings.casting_time == TRUE) { 1196 if (settings.casting_time == TRUE)
1197 {
1096 op->casting_time = -1; 1198 op->casting_time = -1;
1097 } 1199 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0; 1201 return 0;
1202 }
1100 } else if (spell_ob->stats.sp) { 1203 else if (spell_ob->stats.sp)
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1204 {
1102 op->contr->encumbrance +op->level - spell_ob->level +35; 1205 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1103 1206
1104 if( failure < 0) { 1207 if (failure < 0)
1208 {
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1209 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE) 1210 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure, 1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype; 1212 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1213 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0; 1214 return 0;
1113 } 1215 }
1216 }
1217 }
1114 } 1218 }
1115 } 1219
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); 1220 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1119 1221
1120 /* See if we can cast a spell here. If the caster and op are 1222 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the 1223 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are 1224 * objects on the space - presume that they know what they are
1123 * doing. 1225 * doing.
1124 */ 1226 */
1125 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1126 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1127 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1128 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1129 1227
1130 if (op->type!=PLAYER) 1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1131 return 0; 1231 return 0;
1232 }
1132 1233
1234 if ((spell_ob->type == SPELL)
1235 && (caster->type != POTION)
1236 && !QUERY_FLAG (op, FLAG_WIZCAST)
1237 && (QUERY_FLAG (caster, FLAG_ALIVE)
1238 || QUERY_FLAG (op, FLAG_ALIVE))
1239 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1240 {
1241 if (op->type != PLAYER)
1242 return 0;
1243
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1245 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1135 else 1246 else
1136 switch(op->contr->shoottype) { 1247 switch (op->contr->shoottype)
1248 {
1137 case range_magic: 1249 case range_magic:
1138 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1139 break; 1251 break;
1140 case range_misc: 1252 case range_misc:
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1142 break; 1254 break;
1143 case range_golem: 1255 case range_golem:
1144 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1145 break; 1257 break;
1146 default: 1258 default:
1147 break; 1259 break;
1148 } 1260 }
1149 return 0; 1261 return 0;
1150 } 1262 }
1151 1263
1152 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1264 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1153 if (op->casting_time==-1) { /* begin the casting */ 1265 {
1266 if (op->casting_time == -1)
1267 { /* begin the casting */
1154 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1268 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1155 op->spell = spell_ob; 1269 op->spell = spell_ob;
1156 /* put the stringarg into the object struct so that when the 1270 /* put the stringarg into the object struct so that when the
1157 * spell is actually cast, it knows about the stringarg. 1271 * spell is actually cast, it knows about the stringarg.
1158 * necessary for the invoke command spells. 1272 * necessary for the invoke command spells.
1159 */ 1273 */
1160 if(stringarg) { 1274 if (stringarg)
1161 op->spellarg = strdup_local(stringarg); 1275 {
1276 op->spellarg = strdup (stringarg);
1277 }
1278 else
1279 op->spellarg = NULL;
1280 return 0;
1281 }
1282 else if (op->casting_time != 0)
1283 {
1284 if (op->type == PLAYER)
1285 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1286 return 0;
1287 }
1288 else
1289 { /* casting_time == 0 */
1290 op->casting_time = -1;
1291 spell_ob = op->spell;
1292 stringarg = op->spellarg;
1293 }
1162 } 1294 }
1163 else op->spellarg=NULL; 1295 else
1164 return 0; 1296 {
1165 }
1166 else if (op->casting_time != 0) {
1167 if (op->type == PLAYER )
1168 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1169 return 0;
1170 } else { /* casting_time == 0 */
1171 op->casting_time = -1;
1172 spell_ob = op->spell;
1173 stringarg = op->spellarg;
1174 }
1175 } else {
1176 /* Take into account how long it takes to cast the spell. 1297 /* Take into account how long it takes to cast the spell.
1177 * if the player is casting it, then we use the time in 1298 * if the player is casting it, then we use the time in
1178 * the spell object. If it is a spell object, have it 1299 * the spell object. If it is a spell object, have it
1179 * take two ticks. Things that cast spells on the players 1300 * take two ticks. Things that cast spells on the players
1180 * behalf (eg, altars, and whatever else) shouldn't cost 1301 * behalf (eg, altars, and whatever else) shouldn't cost
1181 * the player any time. 1302 * the player any time.
1182 * Ignore casting time for firewalls 1303 * Ignore casting time for firewalls
1183 */ 1304 */
1184 if (caster == op && caster->type != FIREWALL) { 1305 if (caster == op && caster->type != FIREWALL)
1306 {
1185 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1307 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1186 /* Other portions of the code may also decrement the speed of the player, so 1308 /* Other portions of the code may also decrement the speed of the player, so
1187 * put a lower limit so that the player isn't stuck here too long 1309 * put a lower limit so that the player isn't stuck here too long
1188 */ 1310 */
1189 if ((spell_ob->casting_time > 0) &&
1190 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1311 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1191 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1312 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1192 } else if (caster->type == WAND || caster->type == HORN || 1313 }
1193 caster->type == ROD || caster->type == POTION || 1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1194 caster->type == SCROLL) { 1315 {
1195 op->speed_left -= 2 * FABS(op->speed); 1316 op->speed_left -= 2 * FABS (op->speed);
1196 } 1317 }
1197 } 1318 }
1198 1319
1199 if (op->type == PLAYER && op == caster) { 1320 if (op->type == PLAYER && op == caster)
1321 {
1200 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1322 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1201 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1323 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1202 } 1324 }
1203 1325
1204 /* We want to try to find the skill to properly credit exp. 1326 /* We want to try to find the skill to properly credit exp.
1205 * for spell casting objects, the exp goes to the skill the casting 1327 * for spell casting objects, the exp goes to the skill the casting
1206 * object requires. 1328 * object requires.
1207 */ 1329 */
1208 if (op != caster && !skill && caster->skill) { 1330 if (op != caster && !skill && caster->skill)
1331 {
1209 skill = find_skill_by_name(op, caster->skill); 1332 skill = find_skill_by_name (op, caster->skill);
1210 if (!skill) { 1333 if (!skill)
1334 {
1211 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1335 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1212 caster->skill, query_name(caster));
1213 return 0; 1336 return 0;
1214 } 1337 }
1215 change_skill(op, skill, 0); /* needed for proper exp credit */ 1338 change_skill (op, skill, 0); /* needed for proper exp credit */
1216 } 1339 }
1217 1340
1218 switch(spell_ob->subtype) { 1341 switch (spell_ob->subtype)
1342 {
1219 /* The order of case statements is same as the order they show up 1343 /* The order of case statements is same as the order they show up
1220 * in in spells.h. 1344 * in in spells.h.
1221 */ 1345 */
1222 case SP_RAISE_DEAD: 1346 case SP_RAISE_DEAD:
1223 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1224 break; 1348 break;
1225 1349
1226 case SP_RUNE: 1350 case SP_RUNE:
1227 success = write_rune(op,caster, spell_ob, dir,stringarg); 1351 success = write_rune (op, caster, spell_ob, dir, stringarg);
1228 break; 1352 break;
1229 1353
1230 case SP_MAKE_MARK: 1354 case SP_MAKE_MARK:
1231 success = write_mark(op, spell_ob, stringarg); 1355 success = write_mark (op, spell_ob, stringarg);
1232 break; 1356 break;
1233 1357
1234 case SP_BOLT: 1358 case SP_BOLT:
1235 success = fire_bolt(op,caster,dir,spell_ob,skill); 1359 success = fire_bolt (op, caster, dir, spell_ob, skill);
1236 break; 1360 break;
1237 1361
1238 case SP_BULLET: 1362 case SP_BULLET:
1239 success = fire_bullet(op, caster, dir, spell_ob); 1363 success = fire_bullet (op, caster, dir, spell_ob);
1240 break; 1364 break;
1241 1365
1242 case SP_CONE: 1366 case SP_CONE:
1243 success = cast_cone(op, caster, dir, spell_ob); 1367 success = cast_cone (op, caster, dir, spell_ob);
1244 break; 1368 break;
1245 1369
1246 case SP_BOMB: 1370 case SP_BOMB:
1247 success = create_bomb(op,caster,dir, spell_ob); 1371 success = create_bomb (op, caster, dir, spell_ob);
1248 break; 1372 break;
1249 1373
1250 case SP_WONDER: 1374 case SP_WONDER:
1251 success = cast_wonder(op,caster, dir,spell_ob); 1375 success = cast_wonder (op, caster, dir, spell_ob);
1252 break; 1376 break;
1253 1377
1254 case SP_SMITE: 1378 case SP_SMITE:
1255 success = cast_smite_spell(op,caster, dir,spell_ob); 1379 success = cast_smite_spell (op, caster, dir, spell_ob);
1256 break; 1380 break;
1257 1381
1258 case SP_MAGIC_MISSILE: 1382 case SP_MAGIC_MISSILE:
1259 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1383 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1260 op->y + freearr_y[dir], dir, spell_ob);
1261 break; 1384 break;
1262 1385
1263 case SP_SUMMON_GOLEM: 1386 case SP_SUMMON_GOLEM:
1264 success = summon_golem(op, caster, dir, spell_ob); 1387 success = summon_golem (op, caster, dir, spell_ob);
1265 old_shoottype = range_golem; 1388 old_shoottype = range_golem;
1266 break; 1389 break;
1267 1390
1268 case SP_DIMENSION_DOOR: 1391 case SP_DIMENSION_DOOR:
1269 /* dimension door needs the actual caster, because that is what is 1392 /* dimension door needs the actual caster, because that is what is
1270 * moved. 1393 * moved.
1271 */ 1394 */
1272 success = dimension_door(op,caster, spell_ob, dir); 1395 success = dimension_door (op, caster, spell_ob, dir);
1273 break; 1396 break;
1274 1397
1275 case SP_MAGIC_MAPPING: 1398 case SP_MAGIC_MAPPING:
1276 if(op->type==PLAYER) { 1399 if (op->type == PLAYER)
1400 {
1277 spell_effect(spell_ob, op->x, op->y, op->map, op); 1401 spell_effect (spell_ob, op->x, op->y, op->map, op);
1278 draw_magic_map(op); 1402 draw_magic_map (op);
1279 success=1; 1403 success = 1;
1280 } 1404 }
1281 else success=0; 1405 else
1406 success = 0;
1282 break; 1407 break;
1283 1408
1284 case SP_MAGIC_WALL: 1409 case SP_MAGIC_WALL:
1285 success = magic_wall(op,caster,dir,spell_ob); 1410 success = magic_wall (op, caster, dir, spell_ob);
1286 break; 1411 break;
1287 1412
1288 case SP_DESTRUCTION: 1413 case SP_DESTRUCTION:
1289 success = cast_destruction(op,caster,spell_ob); 1414 success = cast_destruction (op, caster, spell_ob);
1290 break; 1415 break;
1291 1416
1292 case SP_PERCEIVE_SELF: 1417 case SP_PERCEIVE_SELF:
1293 success = perceive_self(op); 1418 success = perceive_self (op);
1294 break; 1419 break;
1295 1420
1296 case SP_WORD_OF_RECALL: 1421 case SP_WORD_OF_RECALL:
1297 success = cast_word_of_recall(op,caster,spell_ob); 1422 success = cast_word_of_recall (op, caster, spell_ob);
1298 break; 1423 break;
1299 1424
1300 case SP_INVISIBLE: 1425 case SP_INVISIBLE:
1301 success = cast_invisible(op,caster,spell_ob); 1426 success = cast_invisible (op, caster, spell_ob);
1302 break; 1427 break;
1303 1428
1304 case SP_PROBE: 1429 case SP_PROBE:
1305 success = probe(op,caster, spell_ob, dir); 1430 success = probe (op, caster, spell_ob, dir);
1306 break; 1431 break;
1307 1432
1308 case SP_HEALING: 1433 case SP_HEALING:
1309 success = cast_heal(op,caster, spell_ob, dir); 1434 success = cast_heal (op, caster, spell_ob, dir);
1310 break; 1435 break;
1311 1436
1312 case SP_CREATE_FOOD: 1437 case SP_CREATE_FOOD:
1313 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1438 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1314 break; 1439 break;
1315 1440
1316 case SP_EARTH_TO_DUST: 1441 case SP_EARTH_TO_DUST:
1317 success = cast_earth_to_dust(op,caster,spell_ob); 1442 success = cast_earth_to_dust (op, caster, spell_ob);
1318 break; 1443 break;
1319 1444
1320 case SP_CHANGE_ABILITY: 1445 case SP_CHANGE_ABILITY:
1321 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1446 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1322 break; 1447 break;
1323 1448
1324 case SP_BLESS: 1449 case SP_BLESS:
1325 success = cast_bless(op,caster,spell_ob, dir); 1450 success = cast_bless (op, caster, spell_ob, dir);
1326 break; 1451 break;
1327 1452
1328 case SP_CURSE: 1453 case SP_CURSE:
1329 success = cast_curse(op,caster,spell_ob, dir); 1454 success = cast_curse (op, caster, spell_ob, dir);
1330 break; 1455 break;
1331 1456
1332 case SP_SUMMON_MONSTER: 1457 case SP_SUMMON_MONSTER:
1333 success = summon_object(op,caster,spell_ob, dir,stringarg); 1458 success = summon_object (op, caster, spell_ob, dir, stringarg);
1334 break; 1459 break;
1335 1460
1336 case SP_CHARGING: 1461 case SP_CHARGING:
1337 success = recharge(op, caster, spell_ob); 1462 success = recharge (op, caster, spell_ob);
1338 break; 1463 break;
1339 1464
1340 case SP_POLYMORPH: 1465 case SP_POLYMORPH:
1341#ifdef NO_POLYMORPH 1466#ifdef NO_POLYMORPH
1342 /* Not great, but at least provide feedback so if players do have 1467 /* Not great, but at least provide feedback so if players do have
1343 * polymorph (ie, find it as a preset item or left over from before 1468 * polymorph (ie, find it as a preset item or left over from before
1344 * it was disabled), they get some feedback. 1469 * it was disabled), they get some feedback.
1345 */ 1470 */
1346 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1471 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1347 success = 0; 1472 success = 0;
1348#else 1473#else
1349 success = cast_polymorph(op,caster,spell_ob, dir); 1474 success = cast_polymorph (op, caster, spell_ob, dir);
1350#endif 1475#endif
1351 break; 1476 break;
1352 1477
1353 case SP_ALCHEMY: 1478 case SP_ALCHEMY:
1354 success = alchemy(op, caster, spell_ob); 1479 success = alchemy (op, caster, spell_ob);
1355 break; 1480 break;
1356 1481
1357 case SP_REMOVE_CURSE: 1482 case SP_REMOVE_CURSE:
1358 success = remove_curse(op, caster, spell_ob); 1483 success = remove_curse (op, caster, spell_ob);
1359 break; 1484 break;
1360 1485
1361 case SP_IDENTIFY: 1486 case SP_IDENTIFY:
1362 success = cast_identify(op, caster, spell_ob); 1487 success = cast_identify (op, caster, spell_ob);
1363 break; 1488 break;
1364 1489
1365 case SP_DETECTION: 1490 case SP_DETECTION:
1366 success = cast_detection(op, caster, spell_ob, skill); 1491 success = cast_detection (op, caster, spell_ob, skill);
1367 break; 1492 break;
1368 1493
1369 case SP_MOOD_CHANGE: 1494 case SP_MOOD_CHANGE:
1370 success = mood_change(op, caster, spell_ob); 1495 success = mood_change (op, caster, spell_ob);
1371 break; 1496 break;
1372 1497
1373 case SP_MOVING_BALL: 1498 case SP_MOVING_BALL:
1374 if (spell_ob->path_repelled &&
1375 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1499 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, 1500 {
1377 "You lack the proper attunement to cast %s", spell_ob->name); 1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1378 success = 0; 1502 success = 0;
1379 } else 1503 }
1380 success = fire_arch_from_position(op,caster, 1504 else
1381 op->x + freearr_x[dir], op->y + freearr_y[dir], 1505 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1382 dir, spell_ob);
1383 break; 1506 break;
1384 1507
1385 case SP_SWARM: 1508 case SP_SWARM:
1386 success = fire_swarm(op, caster, spell_ob, dir); 1509 success = fire_swarm (op, caster, spell_ob, dir);
1387 break; 1510 break;
1388 1511
1389 case SP_CHANGE_MANA: 1512 case SP_CHANGE_MANA:
1390 success = cast_transfer(op,caster, spell_ob, dir); 1513 success = cast_transfer (op, caster, spell_ob, dir);
1391 break; 1514 break;
1392 1515
1393 case SP_DISPEL_RUNE: 1516 case SP_DISPEL_RUNE:
1394 /* in rune.c */ 1517 /* in rune.c */
1395 success = dispel_rune(op,caster, spell_ob, skill, dir); 1518 success = dispel_rune (op, caster, spell_ob, skill, dir);
1396 break; 1519 break;
1397 1520
1398 case SP_CREATE_MISSILE: 1521 case SP_CREATE_MISSILE:
1399 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1522 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1400 break; 1523 break;
1401 1524
1402 case SP_CONSECRATE: 1525 case SP_CONSECRATE:
1403 success = cast_consecrate(op, caster, spell_ob); 1526 success = cast_consecrate (op, caster, spell_ob);
1404 break; 1527 break;
1405 1528
1406 case SP_ANIMATE_WEAPON: 1529 case SP_ANIMATE_WEAPON:
1407 success = animate_weapon(op, caster, spell_ob, dir); 1530 success = animate_weapon (op, caster, spell_ob, dir);
1408 old_shoottype = range_golem; 1531 old_shoottype = range_golem;
1409 break; 1532 break;
1410 1533
1411 case SP_LIGHT: 1534 case SP_LIGHT:
1412 success = cast_light(op, caster, spell_ob, dir); 1535 success = cast_light (op, caster, spell_ob, dir);
1413 break; 1536 break;
1414 1537
1415 case SP_CHANGE_MAP_LIGHT: 1538 case SP_CHANGE_MAP_LIGHT:
1416 success = cast_change_map_lightlevel(op, caster, spell_ob); 1539 success = cast_change_map_lightlevel (op, caster, spell_ob);
1417 break; 1540 break;
1418 1541
1419 case SP_FAERY_FIRE: 1542 case SP_FAERY_FIRE:
1420 success = cast_destruction(op,caster,spell_ob); 1543 success = cast_destruction (op, caster, spell_ob);
1421 break; 1544 break;
1422 1545
1423 case SP_CAUSE_DISEASE: 1546 case SP_CAUSE_DISEASE:
1424 success = cast_cause_disease(op, caster, spell_ob, dir); 1547 success = cast_cause_disease (op, caster, spell_ob, dir);
1425 break; 1548 break;
1426 1549
1427 case SP_AURA: 1550 case SP_AURA:
1428 success = create_aura(op, caster, spell_ob); 1551 success = create_aura (op, caster, spell_ob);
1429 break; 1552 break;
1430 1553
1431 case SP_TOWN_PORTAL: 1554 case SP_TOWN_PORTAL:
1432 success= cast_create_town_portal (op,caster,spell_ob, dir); 1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1433 break; 1556 break;
1434 1557
1435 case SP_PARTY_SPELL: 1558 case SP_PARTY_SPELL:
1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1437 break; 1560 break;
1438 1561
1439 case SP_PERL: 1562 default:
1440 execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : ""); 1563 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1441 break;
1442
1443 default:
1444 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1564 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1445 spell_ob->subtype);
1446
1447
1448 } 1565 }
1449 1566
1450 /* FIXME - we need some better sound suppport */ 1567 /* FIXME - we need some better sound suppport */
1451 // yes, for example, augment map info with the spell effect 1568 // yes, for example, augment map info with the spell effect
1452 // so clients can calculate the sounds themselves 1569 // so clients can calculate the sounds themselves
1453 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1570 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1454 1571
1455 /* free the spell arg */ 1572 /* free the spell arg */
1456 if(settings.casting_time == TRUE && stringarg) { 1573 if (settings.casting_time == TRUE && stringarg)
1457 free(stringarg);
1458 stringarg=NULL;
1459 } 1574 {
1575 free (stringarg);
1576 stringarg = NULL;
1577 }
1460 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1461 * to something like use_magic_item, but you really want to be able to fire 1579 * to something like use_magic_item, but you really want to be able to fire
1462 * it again. 1580 * it again.
1463 */ 1581 */
1582 if (op->contr)
1464 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; 1583 op->contr->shoottype = (rangetype) old_shoottype;
1465 1584
1466 return success; 1585 return success;
1467} 1586}
1468 1587
1469 1588
1470/* This is called from time.c/process_object(). That function 1589/* This is called from time.c/process_object(). That function
1471 * calls this for any SPELL_EFFECT type objects. This function 1590 * calls this for any SPELL_EFFECT type objects. This function
1472 * then dispatches them to the appropriate specific routines. 1591 * then dispatches them to the appropriate specific routines.
1473 */ 1592 */
1593void
1474void move_spell_effect(object *op) { 1594move_spell_effect (object *op)
1475 1595{
1476 switch (op->subtype) { 1596 switch (op->subtype)
1597 {
1477 case SP_BOLT: 1598 case SP_BOLT:
1478 move_bolt(op); 1599 move_bolt (op);
1479 break; 1600 break;
1480 1601
1481 case SP_BULLET: 1602 case SP_BULLET:
1482 move_bullet(op); 1603 move_bullet (op);
1483 break; 1604 break;
1484 1605
1485 case SP_EXPLOSION: 1606 case SP_EXPLOSION:
1486 explosion(op); 1607 explosion (op);
1487 break; 1608 break;
1488 1609
1489 case SP_CONE: 1610 case SP_CONE:
1490 move_cone(op); 1611 move_cone (op);
1491 break; 1612 break;
1492 1613
1493 case SP_BOMB: 1614 case SP_BOMB:
1494 animate_bomb(op); 1615 animate_bomb (op);
1495 break; 1616 break;
1496 1617
1497 case SP_MAGIC_MISSILE: 1618 case SP_MAGIC_MISSILE:
1498 move_missile(op); 1619 move_missile (op);
1499 break; 1620 break;
1500 1621
1501 case SP_WORD_OF_RECALL: 1622 case SP_WORD_OF_RECALL:
1502 execute_word_of_recall(op); 1623 execute_word_of_recall (op);
1503 break; 1624 break;
1504 1625
1505 case SP_MOVING_BALL: 1626 case SP_MOVING_BALL:
1506 move_ball_spell(op); 1627 move_ball_spell (op);
1507 break; 1628 break;
1508 1629
1509 case SP_SWARM: 1630 case SP_SWARM:
1510 move_swarm_spell(op); 1631 move_swarm_spell (op);
1511 break; 1632 break;
1512 1633
1513 case SP_AURA: 1634 case SP_AURA:
1514 move_aura(op); 1635 move_aura (op);
1515 break; 1636 break;
1516
1517 } 1637 }
1518} 1638}
1519 1639
1520/* this checks to see if something special should happen if 1640/* this checks to see if something special should happen if
1521 * something runs into the object. 1641 * something runs into the object.
1522 */ 1642 */
1643void
1523void check_spell_effect(object *op) { 1644check_spell_effect (object *op)
1524 1645{
1525 switch (op->subtype) { 1646 switch (op->subtype)
1647 {
1526 case SP_BOLT: 1648 case SP_BOLT:
1527 move_bolt(op); 1649 move_bolt (op);
1528 return; 1650 return;
1529 1651
1530 case SP_BULLET: 1652 case SP_BULLET:
1531 check_bullet(op); 1653 check_bullet (op);
1532 return; 1654 return;
1533 } 1655 }
1534
1535} 1656}
1536 1657
1537/* This is called by move_apply. Basically, if someone 1658/* This is called by move_apply. Basically, if someone
1538 * moves onto a spell effect and the walk_on or fly_on flags 1659 * moves onto a spell effect and the walk_on or fly_on flags
1539 * are set, this is called. This should only be called for 1660 * are set, this is called. This should only be called for
1540 * objects of the appropraite type. 1661 * objects of the appropraite type.
1541 */ 1662 */
1663void
1542void apply_spell_effect(object *spell, object *victim) 1664apply_spell_effect (object *spell, object *victim)
1543{ 1665{
1544 switch (spell->subtype) { 1666 switch (spell->subtype)
1667 {
1545 case SP_CONE: 1668 case SP_CONE:
1546 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1669 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1547 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1670 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1548 break; 1671 break;
1549 1672
1550 case SP_MAGIC_MISSILE: 1673 case SP_MAGIC_MISSILE:
1551 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1552 tag_t spell_tag = spell->count;
1553 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1554 if ( ! was_destroyed (spell, spell_tag)) {
1555 remove_ob (spell);
1556 free_object (spell);
1557 }
1558 }
1559 break;
1560
1561 case SP_MOVING_BALL:
1562 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1674 if (QUERY_FLAG (victim, FLAG_ALIVE))
1675 {
1676 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1677
1678 if (!spell->destroyed ())
1679 spell->destroy ();
1680 }
1681 break;
1682
1683 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE))
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564 else if (victim->material || victim->materialname) 1686 else if (victim->material || victim->materialname)
1565 save_throw_object (victim, spell->attacktype, spell); 1687 save_throw_object (victim, spell->attacktype, spell);
1566 break; 1688 break;
1567 } 1689 }
1568} 1690}

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