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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.10 by root, Sun Sep 3 00:18:42 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 1.10 2006/09/03 00:18:42 root 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 (caster == op && spob->skill) 79 if (caster == op && spob->skill)
79 dest->skill = spob->skill; 80 dest->skill = spob->skill;
80 else 81 else
81 dest->skill = caster->skill; 82 dest->skill = caster->skill;
85 * 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
86 * obvious errors. This was most useful in debugging when re-doing 87 * obvious errors. This was most useful in debugging when re-doing
87 * 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
88 * 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.
89 */ 90 */
91void
90void init_spells(void) { 92init_spells (void)
93{
91#ifdef SPELL_DEBUG 94#ifdef SPELL_DEBUG
92 static int init_spells_done = 0; 95 static int init_spells_done = 0;
93 int i; 96 int i;
94 archetype *at; 97 archetype *at;
95 98
96 if (init_spells_done) 99 if (init_spells_done)
97 return; 100 return;
98 LOG(llevDebug, "Checking spells...\n"); 101 LOG (llevDebug, "Checking spells...\n");
99 102
100 for (at=first_archetype; at; at=at->next) { 103 for (at = first_archetype; at; at = at->next)
104 {
101 if (at->clone.type == SPELL) { 105 if (at->clone.type == SPELL)
106 {
102 if (at->clone.skill) { 107 if (at->clone.skill)
108 {
103 for (i=1; i<NUM_SKILLS; i++) 109 for (i = 1; i < NUM_SKILLS; i++)
104 if (!strcmp(skill_names[i], at->clone.skill)) break; 110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
105 if (i==NUM_SKILLS) { 112 if (i == NUM_SKILLS)
113 {
106 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);
107 } 115 }
108 } 116 }
109 /* other_arch is already checked for in the loader */ 117 /* other_arch is already checked for in the loader */
110 } 118 }
111 } 119 }
112 120
113 i=0; 121 i = 0;
114 while (spell_mapping[i]) { 122 while (spell_mapping[i])
123 {
115 if (!find_archetype(spell_mapping[i])) { 124 if (!archetype::find (spell_mapping[i]))
125 {
116 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);
117 } 127 }
118 i++; 128 i++;
119 } 129 }
120 LOG(llevDebug, "Checking spells completed.\n"); 130 LOG (llevDebug, "Checking spells completed.\n");
121#endif 131#endif
122} 132}
123 133
124/* 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.
125 * 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
126 * minimal, but easy enough to keep around. 136 * minimal, but easy enough to keep around.
127 */ 137 */
138void
128void dump_spells(void) 139dump_spells (void)
129{ 140{
130 archetype *at; 141 archetype *at;
131 142
132 for (at=first_archetype; at; at=at->next) { 143 for (at = first_archetype; at; at = at->next)
144 {
133 if (at->clone.type == SPELL) { 145 if (at->clone.type == SPELL)
146 {
134 fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
135 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", 148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
136 &at->clone.skill, at->clone.level);
137 } 149 }
138 } 150 }
139} 151}
140 152
141/* pretty basic function - basically just takes 153/* pretty basic function - basically just takes
142 * 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
143 */ 155 */
144 156
157void
145void spell_effect (object *spob, int x, int y, mapstruct *map, 158spell_effect (object *spob, int x, int y, maptile *map, object *originator)
146 object *originator)
147{ 159{
148 160
149 if (spob->other_arch != NULL) { 161 if (spob->other_arch != NULL)
162 {
150 object *effect = arch_to_object(spob->other_arch); 163 object *effect = arch_to_object (spob->other_arch);
151 164
152 effect->x = x; 165 effect->x = x;
153 effect->y = y; 166 effect->y = y;
154 167
155 insert_ob_in_map(effect, map, originator,0); 168 insert_ob_in_map (effect, map, originator, 0);
156 } 169 }
157} 170}
158 171
159/* 172/*
160 * This function takes a caster and spell and presents the 173 * This function takes a caster and spell and presents the
164 * 177 *
165 * caster is person casting hte spell. 178 * caster is person casting hte spell.
166 * spell is the spell object. 179 * spell is the spell object.
167 * Returns modified level. 180 * Returns modified level.
168 */ 181 */
182int
169int min_casting_level(object *caster, object *spell) 183min_casting_level (object *caster, object *spell)
170{ 184{
171 int new_level; 185 int new_level;
172 186
173 if (caster->path_denied & spell->path_attuned) { 187 if (caster->path_denied & spell->path_attuned)
174 /* This case is not a bug, just the fact that this function is
175 * usually called BEFORE checking for path_deny. -AV
176 */
177#if 0
178 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
179 "spell\n", caster->arch->name, caster->name);
180#endif
181 return 1; 188 return 1;
182 } 189
183 new_level = spell->level 190 new_level = spell->level
184 + ((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);
185 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 192
186 return (new_level < 1) ? 1 : new_level; 193 return (new_level < 1) ? 1 : new_level;
187} 194}
188 195
189 196
190/* This function returns the effective level the spell 197/* This function returns the effective level the spell
191 * is being cast at. 198 * is being cast at.
192 * 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.
193 * This is because the new code compares casting_level against 200 * This is because the new code compares casting_level against
194 * min_caster_level, so the difference is effectively 4 201 * min_caster_level, so the difference is effectively 4
195 */ 202 */
196 203
204int
197int caster_level(object *caster, object *spell) 205caster_level (object *caster, object *spell)
198{ 206{
199 int level = caster->level; 207 int level = caster->level;
200 208
201 /* If this is a player, try to find the matching skill */ 209 /* If this is a player, try to find the matching skill */
202 if (caster->type == PLAYER && spell->skill) { 210 if (caster->type == PLAYER && spell->skill)
203 int i;
204
205 for (i=0; i < NUM_SKILLS; i++) 211 for (int i = 0; i < NUM_SKILLS; i++)
206 if (caster->contr->last_skill_ob[i] && 212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
207 caster->contr->last_skill_ob[i]->skill == spell->skill) { 213 {
208 level = caster->contr->last_skill_ob[i]->level; 214 level = caster->contr->last_skill_ob[i]->level;
209 break; 215 break;
210 } 216 }
211 }
212 217
213 /* 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. */
214 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
215 { 220 {
216 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);
217 int sk_level = skill ? skill->level : 1; 222 int sk_level = skill ? skill->level : 1;
223
218 level = MIN (level, sk_level + level / 10 + 1); 224 level = MIN (level, sk_level + level / 10 + 1);
219 }
220 225 }
226
221 /* Got valid caster level. Now adjust for attunement */ 227 /* Got valid caster level. Now adjust for attunement */
222 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);
223 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
224 229
225 /* 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
226 * errors in various places. 231 * errors in various places.
227 */ 232 */
228 if (level < 1) level = 1; 233 if (level < 1)
234 level = 1;
235
229 return level; 236 return level;
230} 237}
231 238
232/* The following function scales the spellpoint cost of 239/* The following function scales the spellpoint cost of
233 * a spell by it's increased effectiveness. Some of the 240 * a spell by it's increased effectiveness. Some of the
234 * lower level spells become incredibly vicious at high 241 * lower level spells become incredibly vicious at high
239 * spell is the spell object. 246 * spell is the spell object.
240 * 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
241 * mana. In that case, we return which ever value is higher. 248 * mana. In that case, we return which ever value is higher.
242 */ 249 */
243 250
251sint16
244sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 252SP_level_spellpoint_cost (object *caster, object *spell, int flags)
245{ 253{
246 int sp, grace, level = caster_level(caster, spell); 254 int sp, grace, level = caster_level (caster, spell);
247 255
248 if (settings.spellpoint_level_depend == TRUE) { 256 if (settings.spellpoint_level_depend == TRUE)
257 {
249 if (spell->stats.sp && spell->stats.maxsp) { 258 if (spell->stats.sp && spell->stats.maxsp)
250 sp= (int) (spell->stats.sp *
251 (1.0 + MAX(0,
252 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
253 } 259 {
260 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
261 }
262 else
254 else sp = spell->stats.sp; 263 sp = spell->stats.sp;
255 264
256 sp *= (int) PATH_SP_MULT(caster,spell); 265 sp *= (int) PATH_SP_MULT (caster, spell);
257 if (!sp && spell->stats.sp) sp=1; 266 if (!sp && spell->stats.sp)
267 sp = 1;
258 268
259 if (spell->stats.grace && spell->stats.maxgrace) { 269 if (spell->stats.grace && spell->stats.maxgrace)
260 grace= (int) (spell->stats.grace *
261 (1.0 + MAX(0,
262 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
263 } 270 {
271 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
272 }
273 else
264 else grace = spell->stats.grace; 274 grace = spell->stats.grace;
265 275
266 grace *= (int) PATH_SP_MULT(caster,spell); 276 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) grace=1; 277 if (spell->stats.grace && !grace)
268 } else { 278 grace = 1;
279 }
280 else
281 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) sp=1; 283 if (spell->stats.sp && !sp)
284 sp = 1;
271 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) grace=1; 286 if (spell->stats.grace && !grace)
287 grace = 1;
273 } 288 }
274 if (flags == SPELL_HIGHEST) 289 if (flags == SPELL_HIGHEST)
275 return MAX(sp, grace); 290 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 291 else if (flags == SPELL_GRACE)
277 return grace; 292 return grace;
278 else if (flags == SPELL_MANA) 293 else if (flags == SPELL_MANA)
279 return sp; 294 return sp;
280 else { 295 else
296 {
281 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);
282 return 0; 298 return 0;
283 } 299 }
284} 300}
285 301
286 302
287/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 303/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
288 * spob is the spell we are adjusting. 304 * spob is the spell we are adjusting.
289 */ 305 */
306int
290int SP_level_dam_adjust(object *caster, object *spob) 307SP_level_dam_adjust (object *caster, object *spob)
291{ 308{
292 int level = caster_level (caster, spob); 309 int level = caster_level (caster, spob);
293 int adj = level - min_casting_level(caster, spob); 310 int adj = level - min_casting_level (caster, spob);
294 311
295 if(adj < 0) adj=0; 312 if (adj < 0)
313 adj = 0;
296 if (spob->dam_modifier) 314 if (spob->dam_modifier)
297 adj/=spob->dam_modifier; 315 adj /= spob->dam_modifier;
298 else adj=0; 316 else
317 adj = 0;
299 return adj; 318 return adj;
300} 319}
301 320
302/* Adjust the strength of the spell based on level. 321/* Adjust the strength of the spell based on level.
303 * This is basically the same as SP_level_dam_adjust above, 322 * This is basically the same as SP_level_dam_adjust above,
304 * but instead looks at the level_modifier value. 323 * but instead looks at the level_modifier value.
305 */ 324 */
325int
306int SP_level_duration_adjust(object *caster, object *spob) 326SP_level_duration_adjust (object *caster, object *spob)
307{ 327{
308 int level = caster_level (caster, spob); 328 int level = caster_level (caster, spob);
309 int adj = level - min_casting_level(caster, spob); 329 int adj = level - min_casting_level (caster, spob);
310 330
311 if(adj < 0) adj=0; 331 if (adj < 0)
332 adj = 0;
312 if(spob->duration_modifier) 333 if (spob->duration_modifier)
313 adj/=spob->duration_modifier; 334 adj /= spob->duration_modifier;
314 else adj=0; 335 else
336 adj = 0;
315 337
316 return adj; 338 return adj;
317} 339}
318 340
319/* Adjust the strength of the spell based on level. 341/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 342 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 343 * but instead looks at the level_modifier value.
322 */ 344 */
345int
323int SP_level_range_adjust(object *caster, object *spob) 346SP_level_range_adjust (object *caster, object *spob)
324{ 347{
325 int level = caster_level (caster, spob); 348 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level(caster, spob); 349 int adj = level - min_casting_level (caster, spob);
327 350
328 if(adj < 0) adj=0; 351 if (adj < 0)
352 adj = 0;
329 if(spob->range_modifier) 353 if (spob->range_modifier)
330 adj/=spob->range_modifier; 354 adj /= spob->range_modifier;
331 else adj=0; 355 else
356 adj = 0;
332 357
333 return adj; 358 return adj;
334} 359}
335 360
336/* 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
337 * as an existing spell, we presume they know it. 362 * as an existing spell, we presume they know it.
338 * 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.
339 */ 364 */
365object *
340object *check_spell_known (object *op, const char *name) 366check_spell_known (object *op, const char *name)
341{ 367{
342 object *spop; 368 object *spop;
343 369
344 for (spop=op->inv; spop; spop=spop->below) 370 for (spop = op->inv; spop; spop = spop->below)
345 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 371 if (spop->type == SPELL && !strcmp (spop->name, name))
372 return spop;
346 373
347 return NULL; 374 return NULL;
348} 375}
349 376
350 377
351/* 378/*
352 * Look at object 'op' and see if they know the spell 379 * Look at object 'op' and see if they know the spell
355 * returns the matching spell object, or NULL. 382 * returns the matching spell object, or NULL.
356 * If we match multiple spells but don't get an 383 * If we match multiple spells but don't get an
357 * exact match, we also return NULL. 384 * exact match, we also return NULL.
358 */ 385 */
359 386
387object *
360object *lookup_spell_by_name(object *op,const char *spname) { 388lookup_spell_by_name (object *op, const char *spname)
389{
361 object *spob1=NULL, *spob2=NULL, *spob; 390 object *spob1 = NULL, *spob2 = NULL, *spob;
362 int nummatch=0; 391 int nummatch = 0;
363 392
364 if(spname==NULL) return NULL; 393 if (spname == NULL)
394 return NULL;
365 395
366 /* Try to find the spell. We store the results in spob1 396 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of 397 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name. 398 * the past spname, spob2 uses the length of the spell name.
369 */ 399 */
370 for (spob = op->inv; spob; spob=spob->below) { 400 for (spob = op->inv; spob; spob = spob->below)
401 {
371 if (spob->type == SPELL) { 402 if (spob->type == SPELL)
403 {
372 if (!strncmp(spob->name, spname, strlen(spname))) { 404 if (!strncmp (spob->name, spname, strlen (spname)))
405 {
373 nummatch++; 406 nummatch++;
374 spob1 = spob; 407 spob1 = spob;
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
376 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion.
380 */
381 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
383 &spob2->name, &spob->name);
384 spob2 = spob;
385 } 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;
386 } 419 }
420 }
387 } 421 }
388 /* if we have best match, return it. Otherwise, if we have one match 422 /* if we have best match, return it. Otherwise, if we have one match
389 * on the loser match, return that, otehrwise null 423 * on the loser match, return that, otehrwise null
390 */ 424 */
425 if (spob2)
391 if (spob2) return spob2; 426 return spob2;
392 if (spob1 && nummatch == 1) return spob1; 427 if (spob1 && nummatch == 1)
428 return spob1;
393 return NULL; 429 return NULL;
394} 430}
395 431
396/* reflwall - decides weither the (spell-)object sp_op will 432/* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true. 433 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that 434 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.) 435 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates 436 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps. 437 * eg, updated for tiled maps.
402 */ 438 */
439int
403int reflwall(mapstruct *m,int x,int y, object *sp_op) { 440reflwall (maptile *m, int x, int y, object *sp_op)
441{
404 object *op; 442 object *op;
405 443
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 444 if (OUT_OF_REAL_MAP (m, x, y))
407 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
408 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
409 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
410 return 1;
411
412 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;
413} 453}
414 454
415/* cast_create_object: creates object new_op in direction dir 455/* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op). 456 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything. 457 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function . 458 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed 459 * returns the direction that the object was actually placed
420 * in. 460 * in.
421 */ 461 */
462int
422int cast_create_obj(object *op,object *caster,object *new_op, int dir) 463cast_create_obj (object *op, object *caster, object *new_op, int dir)
423{ 464{
424 mapstruct *m; 465 maptile *m;
425 sint16 sx, sy; 466 sint16 sx, sy;
426 467
427 if(dir && 468 if (dir &&
428 ((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) ||
429 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 {
430 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.");
431 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.");
432 dir = 0; 474 dir = 0;
433 } 475 }
434 new_op->x=op->x+freearr_x[dir]; 476 new_op->x = op->x + freearr_x[dir];
435 new_op->y=op->y+freearr_y[dir]; 477 new_op->y = op->y + freearr_y[dir];
436 if (dir == 0) 478 if (dir == 0)
437 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);
438 else 480 else
439 insert_ob_in_map(new_op,op->map,op,0); 481 insert_ob_in_map (new_op, op->map, op, 0);
440 return dir; 482 return dir;
441} 483}
442 484
443/* 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.
444 * immune_stop is basically the attacktype of the spell (why 486 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop 487 * passed as a different value, not sure of). If immune_stop
447 * 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
448 * 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.
449 * 491 *
450 */ 492 */
451 493
494int
452int 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{
453 object *tmp; 497 object *tmp;
454 int mflags; 498 int mflags;
455 mapstruct *mp; 499 maptile *mp;
456 500
457 mp = m; 501 mp = m;
458 mflags = get_map_flags(m, &mp, x, y, &x, &y); 502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
459 503
460 if (mflags & P_OUT_OF_MAP) return 0; 504 if (mflags & P_OUT_OF_MAP)
505 return 0;
461 506
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
508 return 0;
463 509
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
511 {
465 /* If there is a counterspell on the space, and this 512 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could 513 * object is using magic, don't progress. I believe we could
467 * leave this out and let in progress, and other areas of the code 514 * leave this out and let in progress, and other areas of the code
468 * will then remove it, but that would seem to to use more 515 * will then remove it, but that would seem to to use more
469 * resources, and may not work as well if a player is standing 516 * resources, and may not work as well if a player is standing
470 * on top of a counterwall spell (may hit the player before being 517 * on top of a counterwall spell (may hit the player before being
471 * removed.) On the other hand, it may be more dramatic for the 518 * removed.) On the other hand, it may be more dramatic for the
472 * spell to actually hit the counterwall and be sucked up. 519 * spell to actually hit the counterwall and be sucked up.
473 */ 520 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) && 521 if ((tmp->attacktype & AT_COUNTERSPELL) &&
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
476 (tmp->type != WEAPON) && (tmp->type != BOW) && 523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
477 (tmp->type != ARROW) && (tmp->type != GOLEM) && 524 return 0;
478 (immune_stop & AT_MAGIC)) return 0;
479 525
480 /* This is to prevent 'out of control' spells. Basically, this 526 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately 527 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe. 528 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so 529 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head. 530 * we don't need to worry about the head.
485 */ 531 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 532 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
487 (tmp->subtype == op->subtype))
488 return 0; 533 return 0;
489 534
490 /* 535 /*
491 * Combine similar spell effects into one spell effect. Needed for 536 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for 537 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons. 538 * playability reasons.
494 */ 539 */
495 if (tmp->arch == op->arch 540 if (tmp->arch == op->arch
496 && tmp->type == op->type 541 && tmp->type == op->type
497 && tmp->subtype == op->subtype 542 && tmp->subtype == op->subtype
498 && tmp->owner == op->owner 543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
499 && ((tmp->subtype == SP_EXPLOSION)
500 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
501 ) { 544 {
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
503 tmp->range = MAX (tmp->range, op->range); 546 tmp->range = MAX (tmp->range, op->range);
504 tmp->duration = MAX (tmp->duration, op->duration); 547 tmp->duration = MAX (tmp->duration, op->duration);
505 return 0; 548 return 0;
506 } 549 }
507 550
508 /* 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
509 * ground to prevent it from moving along? 552 * ground to prevent it from moving along?
510 */ 553 */
511 } 554 }
512 /* If it passes the above tests, it must be OK */ 555 /* If it passes the above tests, it must be OK */
513 return 1; 556 return 1;
514} 557}
515 558
516/* fire_arch_from_position: fires an archetype. 559/* fire_arch_from_position: fires an archetype.
517 * op: person firing the object. 560 * op: person firing the object.
518 * caster: object casting the spell. 561 * caster: object casting the spell.
521 * dir: direction to fire in. 564 * dir: direction to fire in.
522 * 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
523 * to fire. 566 * to fire.
524 * returns 0 on failure, 1 on success. 567 * returns 0 on failure, 1 on success.
525 */ 568 */
526 569
570int
527int 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)
528 int dir, object *spell)
529{ 572{
530 object *tmp; 573 object *tmp;
531 int mflags; 574 int mflags;
532 mapstruct *m; 575 maptile *m;
533 576
534 if(spell->other_arch==NULL) 577 if (spell->other_arch == NULL)
578 return 0;
579
580 m = op->map;
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 {
584 return 0;
585 }
586
587 tmp = arch_to_object (spell->other_arch);
588
589 if (tmp == NULL)
590 return 0;
591
592 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
593 {
594 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
595 tmp->destroy ();
596 return 0;
597 }
598
599 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
600 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
601 /* code in time.c uses food for some things, duration for others */
602 tmp->stats.food = tmp->duration;
603 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
604 tmp->attacktype = spell->attacktype;
605 tmp->x = x;
606 tmp->y = y;
607 tmp->direction = dir;
608 if (op->owner != NULL)
609 tmp->set_owner (op);
610 else
611 tmp->set_owner (op);
612 tmp->level = caster_level (caster, spell);
613 set_spell_skill (op, caster, spell, tmp);
614
615 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
616 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
617 {
618 if (!tailor_god_spell (tmp, op))
535 return 0; 619 return 0;
536
537 m = op->map;
538 mflags = get_map_flags(m, &m, x, y, &x, &y);
539 if (mflags & P_OUT_OF_MAP) {
540 return 0;
541 } 620 }
542
543 tmp=arch_to_object(spell->other_arch);
544
545 if(tmp==NULL)
546 return 0;
547
548 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
549 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
550 free_object(tmp);
551 return 0;
552 }
553
554
555
556 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
558 /* code in time.c uses food for some things, duration for others */
559 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
561 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir;
565 if (get_owner (op) != NULL)
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp);
571
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
574 if(!tailor_god_spell(tmp,op)) return 0;
575 }
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
577 SET_ANIMATION(tmp, dir); 622 SET_ANIMATION (tmp, dir);
578 623
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
580 return 1;
581
582 move_spell_effect(tmp);
583
584 return 1; 625 return 1;
626
627 move_spell_effect (tmp);
628
629 return 1;
585} 630}
586 631
587 632
588 633
589/***************************************************************************** 634/*****************************************************************************
590 * 635 *
591 * Code related to rods - perhaps better located in another file? 636 * Code related to rods - perhaps better located in another file?
592 * 637 *
593 ****************************************************************************/ 638 ****************************************************************************/
594 639
640void
595void regenerate_rod(object *rod) { 641regenerate_rod (object *rod)
642{
596 if (rod->stats.hp < rod->stats.maxhp) { 643 if (rod->stats.hp < rod->stats.maxhp)
644 {
597 rod->stats.hp+= 1 + rod->stats.maxhp/10; 645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
598 646
599 if (rod->stats.hp > rod->stats.maxhp) 647 if (rod->stats.hp > rod->stats.maxhp)
600 rod->stats.hp = rod->stats.maxhp; 648 rod->stats.hp = rod->stats.maxhp;
601 } 649 }
602} 650}
603 651
604 652
653void
605void drain_rod_charge(object *rod) { 654drain_rod_charge (object *rod)
655{
606 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);
607} 657}
608 658
609 659
610 660
611 661
614 * 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),
615 * 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
616 * NULL if no good object. 666 * NULL if no good object.
617 */ 667 */
618 668
669object *
619object *find_target_for_friendly_spell(object *op,int dir) { 670find_target_for_friendly_spell (object *op, int dir)
671{
620 object *tmp; 672 object *tmp;
621 mapstruct *m; 673 maptile *m;
622 sint16 x, y; 674 sint16 x, y;
623 int mflags; 675 int mflags;
624 676
625 /* 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,
626 * we then make the owner of this object the target. 678 * we then make the owner of this object the target.
627 * The owner could very well be no where near op. 679 * The owner could very well be no where near op.
628 */ 680 */
629 if(op->type!=PLAYER && op->type!=RUNE) { 681 if (op->type != PLAYER && op->type != RUNE)
630 tmp=get_owner(op); 682 {
683 tmp = op->owner;
631 /* 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
632 * to the caster. 685 * to the caster.
633 */ 686 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op;
689 }
690 else
635 } 691 {
636 else {
637 m = op->map; 692 m = op->map;
638 x = op->x+freearr_x[dir]; 693 x = op->x + freearr_x[dir];
639 y = op->y+freearr_y[dir]; 694 y = op->y + freearr_y[dir];
640 695
641 mflags = get_map_flags(m, &m, x, y, &x, &y); 696 mflags = get_map_flags (m, &m, x, y, &x, &y);
642 697
643 if (mflags & P_OUT_OF_MAP) 698 if (mflags & P_OUT_OF_MAP)
644 tmp=NULL; 699 tmp = 0;
645 else { 700 else
646 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) 701 tmp = m->at (x, y).player ();
647 if(tmp->type==PLAYER)
648 break;
649 }
650 } 702 }
703
651 /* 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 */
652 if(tmp==NULL) 705 if (!tmp)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 706 tmp = op->ms ().player ();
654 {
655 if(tmp->type==PLAYER)
656 break;
657 }
658 707
659 return tmp; 708 return tmp;
660} 709}
661 710
662 711
663 712
664/* raytrace: 713/* raytrace:
671 * 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
672 * any, otherwise -1. 721 * any, otherwise -1.
673 * 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.
674 */ 723 */
675 724
725int
676int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 726spell_find_dir (maptile *m, int x, int y, object *exclude)
727{
677 int i,max=SIZEOFFREE; 728 int i, max = SIZEOFFREE;
678 sint16 nx,ny; 729 sint16 nx, ny;
679 int owner_type=0, mflags; 730 int owner_type = 0, mflags;
680 object *tmp; 731 object *tmp;
681 mapstruct *mp; 732 maptile *mp;
682 733
683 if (exclude && exclude->head) 734 if (exclude && exclude->head)
684 exclude = exclude->head; 735 exclude = exclude->head;
685 if (exclude && exclude->type) 736 if (exclude && exclude->type)
686 owner_type = exclude->type; 737 owner_type = exclude->type;
687 738
688 for(i=rndm(1, 8);i<max;i++) { 739 for (i = rndm (1, 8); i < max; i++)
740 {
689 nx = x + freearr_x[i]; 741 nx = x + freearr_x[i];
690 ny = y + freearr_y[i]; 742 ny = y + freearr_y[i];
691 mp = m; 743 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 744 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 745 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
746 continue;
694 747
695 tmp=get_map_ob(mp,nx,ny); 748 tmp = GET_MAP_OB (mp, nx, ny);
696 749
697 while(tmp!=NULL && (((owner_type==PLAYER && 750 while (tmp != NULL && (((owner_type == PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 751 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 752 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
700 (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 tmp=tmp->above; 753 tmp = tmp->above;
702 754
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 755 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704 return freedir[i]; 756 return freedir[i];
705 } 757 }
706 return -1; /* flag for "keep going the way you were" */ 758 return -1; /* flag for "keep going the way you were" */
707} 759}
708 760
709 761
710 762
711/* put_a_monster: puts a monster named monstername near by 763/* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and 764 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly. 765 * also deals with multipart monsters properly.
714 */ 766 */
715 767
768void
716void put_a_monster(object *op,const char *monstername) { 769put_a_monster (object *op, const char *monstername)
770{
717 object *tmp,*head=NULL,*prev=NULL; 771 object *tmp, *head = NULL, *prev = NULL;
718 archetype *at; 772 archetype *at;
719 int dir; 773 int dir;
720 774
721 /* Handle cases where we are passed a bogus mosntername */ 775 /* Handle cases where we are passed a bogus mosntername */
722 776
723 if((at=find_archetype(monstername))==NULL) return; 777 if ((at = archetype::find (monstername)) == NULL)
778 return;
724 779
725 /* find a free square nearby 780 /* find a free square nearby
726 * first we check the closest square for free squares 781 * first we check the closest square for free squares
727 */ 782 */
728 783
729 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);
730 if(dir!=-1) { 785 if (dir != -1)
786 {
731 /* This is basically grabbed for generate monster. Fixed 971225 to 787 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly 788 * insert multipart monsters properly
733 */ 789 */
734 while (at!=NULL) { 790 while (at != NULL)
791 {
735 tmp=arch_to_object(at); 792 tmp = arch_to_object (at);
736 tmp->x=op->x+freearr_x[dir]+at->clone.x; 793 tmp->x = op->x + freearr_x[dir] + at->clone.x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y; 794 tmp->y = op->y + freearr_y[dir] + at->clone.y;
738 tmp->map = op->map; 795 tmp->map = op->map;
739 if (head) { 796 if (head)
797 {
740 tmp->head=head; 798 tmp->head = head;
741 prev->more=tmp; 799 prev->more = tmp;
742 } 800 }
743 if (!head) head=tmp; 801 if (!head)
802 head = tmp;
744 prev=tmp; 803 prev = tmp;
745 at=at->more; 804 at = at->more;
746 } 805 }
747 806
748 if (head->randomitems) 807 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
750 809
751 insert_ob_in_map(head,op->map,op,0); 810 insert_ob_in_map (head, op->map, op, 0);
752 811
753 /* thought it'd be cool to insert a burnout, too.*/ 812 /* thought it'd be cool to insert a burnout, too. */
754 tmp=get_archetype("burnout"); 813 tmp = get_archetype ("burnout");
755 tmp->map = op->map; 814 tmp->map = op->map;
756 tmp->x=op->x+freearr_x[dir]; 815 tmp->x = op->x + freearr_x[dir];
757 tmp->y=op->y+freearr_y[dir]; 816 tmp->y = op->y + freearr_y[dir];
758 insert_ob_in_map(tmp,op->map,op,0); 817 insert_ob_in_map (tmp, op->map, op, 0);
759 } 818 }
760} 819}
761 820
762/* peterm: function which summons hostile monsters and 821/* peterm: function which summons hostile monsters and
763 * places them in nearby squares. 822 * places them in nearby squares.
771 * 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
772 * never used. This is however used by various failures on the 831 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc) 832 * players part (alchemy, reincarnation, etc)
774 */ 833 */
775 834
835int
776int summon_hostile_monsters(object *op,int n,const char *monstername){ 836summon_hostile_monsters (object *op, int n, const char *monstername)
837{
777 int i; 838 int i;
839
778 for(i=0;i<n;i++) 840 for (i = 0; i < n; i++)
779 put_a_monster(op,monstername); 841 put_a_monster (op, monstername);
780 842
781 return n; 843 return n;
782} 844}
783 845
784 846
785/* Some local definitions for shuffle-attack */ 847/* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle { 848struct attacktype_shuffle
849{
787 int attacktype; 850 int attacktype;
788 int face; 851 int face;
789 } ATTACKS[22] = { 852} ATTACKS[22] =
853{
854 {
790 {AT_PHYSICAL,0}, 855 AT_PHYSICAL, 0},
856 {
791 {AT_PHYSICAL,0}, /*face = explosion*/ 857 AT_PHYSICAL, 0}, /*face = explosion */
858 {
792 {AT_PHYSICAL,0}, 859 AT_PHYSICAL, 0},
860 {
793 {AT_MAGIC,1}, 861 AT_MAGIC, 1},
862 {
794 {AT_MAGIC,1}, /* face = last-burnout */ 863 AT_MAGIC, 1}, /* face = last-burnout */
864 {
795 {AT_MAGIC,1}, 865 AT_MAGIC, 1},
866 {
796 {AT_FIRE,2}, 867 AT_FIRE, 2},
868 {
797 {AT_FIRE,2}, /* face = fire.... */ 869 AT_FIRE, 2}, /* face = fire.... */
870 {
798 {AT_FIRE,2}, 871 AT_FIRE, 2},
872 {
799 {AT_ELECTRICITY,3}, 873 AT_ELECTRICITY, 3},
874 {
800 {AT_ELECTRICITY,3}, /* ball_lightning */ 875 AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
801 {AT_ELECTRICITY,3}, 877 AT_ELECTRICITY, 3},
802 {AT_COLD,4}, 878 {
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4}, 879 AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4},
884 {
805 {AT_CONFUSION,5}, 885 AT_CONFUSION, 5},
886 {
806 {AT_POISON,7}, 887 AT_POISON, 7},
888 {
807 {AT_POISON,7}, /* face = acid sphere. generator */ 889 AT_POISON, 7}, /* face = acid sphere. generator */
890 {
808 {AT_POISON,7}, /* poisoncloud face */ 891 AT_POISON, 7}, /* poisoncloud face */
892 {
809 {AT_SLOW,8}, 893 AT_SLOW, 8},
894 {
810 {AT_PARALYZE,9}, 895 AT_PARALYZE, 9},
811 {AT_FEAR,10} }; 896 {
897AT_FEAR, 10}};
812 898
813 899
814 900
815/* shuffle_attack: peterm 901/* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the 902 * This routine shuffles the attack of op to one of the
826 * would be nice. 912 * would be nice.
827 * I also fixed a bug here in that attacktype was |= - 913 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all 914 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 915 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */ 916 */
917void
831void shuffle_attack(object *op,int change_face) 918shuffle_attack (object *op, int change_face)
832{ 919{
833 int i; 920 int i;
921
834 i=rndm(0, 21); 922 i = rndm (0, 21);
835 923
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 924 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
837 925
838 if(change_face) { 926 if (change_face)
927 {
839 SET_ANIMATION(op, ATTACKS[i].face); 928 SET_ANIMATION (op, ATTACKS[i].face);
840 } 929 }
841} 930}
842 931
843 932
844/* prayer_failure: This is called when a player fails 933/* prayer_failure: This is called when a player fails
846 * op is the player. 935 * op is the player.
847 * failure is basically how much grace they had. 936 * failure is basically how much grace they had.
848 * 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.
849 */ 938 */
850 939
940void
851void prayer_failure(object *op, int failure,int power) 941prayer_failure (object *op, int failure, int power)
852{ 942{
853 const char *godname; 943 const char *godname;
854 object *tmp; 944 object *tmp;
855 945
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 946 if (!strcmp ((godname = determine_god (op)), "none"))
947 godname = "Your spirit";
857 948
858 if(failure<= -20 && failure > -40) /* wonder */ 949 if (failure <= -20 && failure > -40) /* wonder */
859 { 950 {
860 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);
861 tmp = get_archetype(SPELL_WONDER); 952 tmp = get_archetype (SPELL_WONDER);
862 cast_cone(op,op,0,tmp); 953 cast_cone (op, op, 0, tmp);
863 free_object(tmp); 954 tmp->destroy ();
864 } 955 }
865 956
866 else if (failure <= -40 && failure > -60) /* confusion */ 957 else if (failure <= -40 && failure > -60) /* confusion */
867 { 958 {
868 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!");
869 confuse_player(op,op,99); 960 confuse_player (op, op, 99);
870 } 961 }
871 else if (failure <= -60 && failure> -150) /* paralysis */ 962 else if (failure <= -60 && failure > -150) /* paralysis */
872 { 963 {
873 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);
874 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.");
875 paralyze_player(op,op,99); 966 paralyze_player (op, op, 99);
876 } 967 }
877 else if (failure <= -150) /* blast the immediate area */ 968 else if (failure <= -150) /* blast the immediate area */
878 { 969 {
879 tmp = get_archetype(GOD_POWER); 970 tmp = get_archetype (GOD_POWER);
880 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);
881 cast_magic_storm(op,tmp, power); 972 cast_magic_storm (op, tmp, power);
882 } 973 }
883} 974}
884 975
885/* 976/*
886 * spell_failure() handles the various effects for differing degrees 977 * spell_failure() handles the various effects for differing degrees
889 * failure is a random value of how badly you failed. 980 * failure is a random value of how badly you failed.
890 * 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.
891 * skill is the skill you'd need to cast the spell. 982 * skill is the skill you'd need to cast the spell.
892 */ 983 */
893 984
985void
894void spell_failure(object *op, int failure,int power, object *skill) 986spell_failure (object *op, int failure, int power, object *skill)
895{ 987{
896 object *tmp; 988 object *tmp;
897 989
898 if (settings.spell_failure_effects == FALSE) 990 if (settings.spell_failure_effects == FALSE)
899 return; 991 return;
900 992
901 if (failure<=-20 && failure > -40) /* wonder */ 993 if (failure <= -20 && failure > -40) /* wonder */
902 { 994 {
903 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.");
904 tmp = get_archetype(SPELL_WONDER); 996 tmp = get_archetype (SPELL_WONDER);
905 cast_cone(op,op,0,tmp); 997 cast_cone (op, op, 0, tmp);
906 free_object(tmp); 998 tmp->destroy ();
907 } 999 }
908 1000
909 else if (failure <= -40 && failure > -60) /* confusion */ 1001 else if (failure <= -40 && failure > -60) /* confusion */
910 { 1002 {
911 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!");
912 confuse_player(op,op,99); 1004 confuse_player (op, op, 99);
913 } 1005 }
914 else if (failure <= -60 && failure> -80) /* paralysis */ 1006 else if (failure <= -60 && failure > -80) /* paralysis */
915 { 1007 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 1008 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
917 paralyze_player(op,op,99); 1009 paralyze_player (op, op, 99);
918 } 1010 }
919 else if (failure <= -80) /* blast the immediate area */ 1011 else if (failure <= -80) /* blast the immediate area */
920 { 1012 {
921 object *tmp; 1013 object *tmp;
1014
922 /* 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 */
923 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)
924 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1);
926
927 } else {
928 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
929 tmp=get_archetype(LOOSE_MANA);
930 tmp->level=skill->level;
931 tmp->x=op->x;
932 tmp->y=op->y;
933
934 /* increase the area of destruction a little for more powerful spells */
935 tmp->range+=isqrt(power);
936
937 if (power>25) tmp->stats.dam = 25 + isqrt(power);
938 else tmp->stats.dam=power; /* nasty recoils! */
939
940 tmp->stats.maxhp=tmp->count;
941 insert_ob_in_map(tmp,op->map,NULL,0);
942 }
943 }
944}
945
946int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
947 {
948 int success;
949 player *pl;
950 object *spell;
951
952 if ( !spell_ob->other_arch )
953 { 1017 {
954 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!");
955 return 0; 1019 hit_player (op, 9998, op, AT_INTERNAL, 1);
956 }
957 spell = arch_to_object( spell_ob->other_arch );
958 1020
959 /* Always cast spell on caster */ 1021 }
960 success = cast_spell( op, caster, dir, spell, stringarg ); 1022 else
961
962 if ( caster->contr->party == NULL )
963 { 1023 {
964 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 ();
965 return success; 1064 return success;
966 } 1065 }
967 for( pl=first_player; pl!=NULL; pl=pl->next ) 1066 for_all_players (pl)
968 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)))
969 { 1068 {
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
971 } 1070 }
972 remove_ob( spell ); 1071 spell->remove ();
973 return success; 1072 return success;
974 } 1073}
975 1074
976/* This is where the main dispatch when someone casts a spell. 1075/* This is where the main dispatch when someone casts a spell.
977 * 1076 *
978 * 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 -
979 * eg, the player or monster. 1078 * eg, the player or monster.
999 * 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),
1000 * this function will decrease the mana/grace appropriately. For other 1099 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate. 1100 * objects, the caller should do what it considers appropriate.
1002 */ 1101 */
1003 1102
1103int
1004int 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)
1005 1105{
1006 const char *godname; 1106 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype; 1107 int success = 0, mflags, cast_level = 0, old_shoottype;
1008 object *skill=NULL; 1108 object *skill = NULL;
1009 1109
1010 old_shoottype = op->contr ? op->contr->shoottype : 0; 1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1011 1111
1012 if (!spell_ob) { 1112 if (!spell_ob)
1113 {
1013 LOG(llevError,"cast_spell: null spell object passed\n"); 1114 LOG (llevError, "cast_spell: null spell object passed\n");
1014 return 0; 1115 return 0;
1015 } 1116 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1017 1117
1118 if (!strcmp ((godname = determine_god (op)), "none"))
1119 godname = "A random spirit";
1120
1018 /* the caller should set caster to op if appropriate */ 1121 /* the caller should set caster to op if appropriate */
1019 if (!caster) { 1122 if (!caster)
1123 {
1020 LOG(llevError,"cast_spell: null caster object passed\n"); 1124 LOG (llevError, "cast_spell: null caster object passed\n");
1021 return 0; 1125 return 0;
1022 } 1126 }
1023 1127
1024 /* 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
1025 * an issue, because they don't have any spellpaths set up. 1129 * an issue, because they don't have any spellpaths set up.
1026 */ 1130 */
1027 if (caster->path_denied & spell_ob->path_attuned) { 1131 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1132 {
1028 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.");
1029 return 0; 1134 return 0;
1030 } 1135 }
1031 1136
1032 /* 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
1033 * (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
1034 * checks. We let monsters do special things - eg, they 1139 * checks. We let monsters do special things - eg, they
1035 * 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
1036 * should take care of that. 1141 * should take care of that.
1037 * 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
1038 * 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
1039 * at least process that code. 1144 * at least process that code.
1040 */ 1145 */
1041 if (op->type == PLAYER && op == caster) { 1146 if (op->type == PLAYER && op == caster)
1147 {
1042 cast_level = caster_level(caster, spell_ob); 1148 cast_level = caster_level (caster, spell_ob);
1043 if (spell_ob->skill) { 1149 if (spell_ob->skill)
1150 {
1044 skill = find_skill_by_name(op, spell_ob->skill); 1151 skill = find_skill_by_name (op, spell_ob->skill);
1045 if (!skill) { 1152 if (!skill)
1153 {
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1047 &spell_ob->skill, &spell_ob->name);
1048 return 0; 1155 return 0;
1049 } 1156 }
1050 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 {
1051 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.");
1052 return 0; 1160 return 0;
1053 } 1161 }
1054 } 1162 }
1055 /* 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
1056 * to have sufficient grace/mana. 1164 * to have sufficient grace/mana.
1057 */ 1165 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1166 if (!QUERY_FLAG (op, FLAG_WIZ))
1167 {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1168 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1060 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 {
1061 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.");
1062 return 0; 1172 return 0;
1063 } 1173 }
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1065 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 {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1067 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { 1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1068 new_draw_info_format(NDI_UNIQUE, 0,op, 1179 {
1069 "%s grants your prayer, though you are unworthy.",godname); 1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1070 } 1181 }
1071 else { 1182 else
1072 prayer_failure(op,op->stats.grace, 1183 {
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1184 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1074 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);
1075 return 0; 1186 return 0;
1076 } 1187 }
1077 } 1188 }
1078 1189
1079 /* player/monster is trying to cast the spell. might fumble it */ 1190 /* player/monster is trying to cast the spell. might fumble it */
1080 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) <
1081 (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 {
1082 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1083 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1084 if (settings.casting_time == TRUE) { 1196 if (settings.casting_time == TRUE)
1197 {
1085 op->casting_time = -1; 1198 op->casting_time = -1;
1086 } 1199 }
1087 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);
1088 return 0; 1201 return 0;
1202 }
1089 } else if (spell_ob->stats.sp) { 1203 else if (spell_ob->stats.sp)
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1204 {
1091 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;
1092 1206
1093 if( failure < 0) { 1207 if (failure < 0)
1208 {
1094 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.");
1095 if (settings.spell_failure_effects == TRUE) 1210 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1098 skill);
1099 op->contr->shoottype = (rangetype) old_shoottype; 1212 op->contr->shoottype = (rangetype) old_shoottype;
1100 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);
1101 return 0; 1214 return 0;
1102 } 1215 }
1103 } 1216 }
1104 } 1217 }
1105 } 1218 }
1106 1219
1107 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);
1108 1221
1109 /* 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
1110 * not alive, then this would mean that the mapmaker put the 1223 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are 1224 * objects on the space - presume that they know what they are
1112 * doing. 1225 * doing.
1113 */ 1226 */
1114 1227
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 { 1229 {
1117 new_draw_info(NDI_UNIQUE, 0,op,
1118 "This ground is sacred! The gods prevent any magical effects done by you here!."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1231 return 0;
1232 }
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)
1119 return 0; 1242 return 0;
1120 }
1121 1243
1122 if ((spell_ob->type == SPELL)
1123 && (caster->type != POTION)
1124 && !QUERY_FLAG(op, FLAG_WIZCAST)
1125 && (QUERY_FLAG(caster, FLAG_ALIVE)
1126 || QUERY_FLAG(op, FLAG_ALIVE))
1127 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1128 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1129 {
1130 if (op->type!=PLAYER)
1131 return 0;
1132
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)
1137 { 1248 {
1138 case range_magic: 1249 case range_magic:
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1140 break; 1251 break;
1141 case range_misc: 1252 case range_misc:
1142 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.");
1143 break; 1254 break;
1144 case range_golem: 1255 case range_golem:
1145 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.");
1146 break; 1257 break;
1147 default: 1258 default:
1148 break; 1259 break;
1260 }
1261 return 0;
1262 }
1263
1264 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1265 {
1266 if (op->casting_time == -1)
1267 { /* begin the casting */
1268 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1269 op->spell = spell_ob;
1270 /* put the stringarg into the object struct so that when the
1271 * spell is actually cast, it knows about the stringarg.
1272 * necessary for the invoke command spells.
1273 */
1274 if (stringarg)
1275 {
1276 op->spellarg = strdup (stringarg);
1149 } 1277 }
1150 return 0; 1278 else
1151 }
1152
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1154 if (op->casting_time==-1) { /* begin the casting */
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1156 op->spell = spell_ob;
1157 /* put the stringarg into the object struct so that when the
1158 * spell is actually cast, it knows about the stringarg.
1159 * necessary for the invoke command spells.
1160 */
1161 if(stringarg) {
1162 op->spellarg = strdup_local(stringarg);
1163 }
1164 else op->spellarg=NULL; 1279 op->spellarg = NULL;
1165 return 0; 1280 return 0;
1166 } 1281 }
1167 else if (op->casting_time != 0) { 1282 else if (op->casting_time != 0)
1283 {
1168 if (op->type == PLAYER ) 1284 if (op->type == PLAYER)
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1285 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1170 return 0; 1286 return 0;
1171 } else { /* casting_time == 0 */ 1287 }
1288 else
1289 { /* casting_time == 0 */
1172 op->casting_time = -1; 1290 op->casting_time = -1;
1173 spell_ob = op->spell; 1291 spell_ob = op->spell;
1174 stringarg = op->spellarg; 1292 stringarg = op->spellarg;
1175 } 1293 }
1176 } else { 1294 }
1295 else
1296 {
1177 /* Take into account how long it takes to cast the spell. 1297 /* Take into account how long it takes to cast the spell.
1178 * 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
1179 * the spell object. If it is a spell object, have it 1299 * the spell object. If it is a spell object, have it
1180 * take two ticks. Things that cast spells on the players 1300 * take two ticks. Things that cast spells on the players
1181 * behalf (eg, altars, and whatever else) shouldn't cost 1301 * behalf (eg, altars, and whatever else) shouldn't cost
1182 * the player any time. 1302 * the player any time.
1183 * Ignore casting time for firewalls 1303 * Ignore casting time for firewalls
1184 */ 1304 */
1185 if (caster == op && caster->type != FIREWALL) { 1305 if (caster == op && caster->type != FIREWALL)
1306 {
1186 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);
1187 /* 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
1188 * 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
1189 */ 1310 */
1190 if ((spell_ob->casting_time > 0) &&
1191 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))
1192 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);
1193 } else if (caster->type == WAND || caster->type == HORN || 1313 }
1194 caster->type == ROD || caster->type == POTION || 1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1195 caster->type == SCROLL) { 1315 {
1196 op->speed_left -= 2 * FABS(op->speed); 1316 op->speed_left -= 2 * FABS (op->speed);
1197 } 1317 }
1198 } 1318 }
1199 1319
1200 if (op->type == PLAYER && op == caster) { 1320 if (op->type == PLAYER && op == caster)
1321 {
1201 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);
1202 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);
1203 } 1324 }
1204 1325
1205 /* 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.
1206 * 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
1207 * object requires. 1328 * object requires.
1208 */ 1329 */
1209 if (op != caster && !skill && caster->skill) { 1330 if (op != caster && !skill && caster->skill)
1331 {
1210 skill = find_skill_by_name(op, caster->skill); 1332 skill = find_skill_by_name (op, caster->skill);
1211 if (!skill) { 1333 if (!skill)
1334 {
1212 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));
1213 &caster->skill, query_name(caster));
1214 return 0; 1336 return 0;
1215 } 1337 }
1216 change_skill(op, skill, 0); /* needed for proper exp credit */ 1338 change_skill (op, skill, 0); /* needed for proper exp credit */
1217 } 1339 }
1218 1340
1219 switch(spell_ob->subtype) { 1341 switch (spell_ob->subtype)
1342 {
1220 /* 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
1221 * in in spells.h. 1344 * in in spells.h.
1222 */ 1345 */
1223 case SP_RAISE_DEAD: 1346 case SP_RAISE_DEAD:
1224 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1225 break; 1348 break;
1226 1349
1227 case SP_RUNE: 1350 case SP_RUNE:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg); 1351 success = write_rune (op, caster, spell_ob, dir, stringarg);
1229 break; 1352 break;
1230 1353
1231 case SP_MAKE_MARK: 1354 case SP_MAKE_MARK:
1232 success = write_mark(op, spell_ob, stringarg); 1355 success = write_mark (op, spell_ob, stringarg);
1233 break; 1356 break;
1234 1357
1235 case SP_BOLT: 1358 case SP_BOLT:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill); 1359 success = fire_bolt (op, caster, dir, spell_ob, skill);
1237 break; 1360 break;
1238 1361
1239 case SP_BULLET: 1362 case SP_BULLET:
1240 success = fire_bullet(op, caster, dir, spell_ob); 1363 success = fire_bullet (op, caster, dir, spell_ob);
1241 break; 1364 break;
1242 1365
1243 case SP_CONE: 1366 case SP_CONE:
1244 success = cast_cone(op, caster, dir, spell_ob); 1367 success = cast_cone (op, caster, dir, spell_ob);
1245 break; 1368 break;
1246 1369
1247 case SP_BOMB: 1370 case SP_BOMB:
1248 success = create_bomb(op,caster,dir, spell_ob); 1371 success = create_bomb (op, caster, dir, spell_ob);
1249 break; 1372 break;
1250 1373
1251 case SP_WONDER: 1374 case SP_WONDER:
1252 success = cast_wonder(op,caster, dir,spell_ob); 1375 success = cast_wonder (op, caster, dir, spell_ob);
1253 break; 1376 break;
1254 1377
1255 case SP_SMITE: 1378 case SP_SMITE:
1256 success = cast_smite_spell(op,caster, dir,spell_ob); 1379 success = cast_smite_spell (op, caster, dir, spell_ob);
1257 break; 1380 break;
1258 1381
1259 case SP_MAGIC_MISSILE: 1382 case SP_MAGIC_MISSILE:
1260 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);
1261 op->y + freearr_y[dir], dir, spell_ob);
1262 break; 1384 break;
1263 1385
1264 case SP_SUMMON_GOLEM: 1386 case SP_SUMMON_GOLEM:
1265 success = summon_golem(op, caster, dir, spell_ob); 1387 success = summon_golem (op, caster, dir, spell_ob);
1266 old_shoottype = range_golem; 1388 old_shoottype = range_golem;
1267 break; 1389 break;
1268 1390
1269 case SP_DIMENSION_DOOR: 1391 case SP_DIMENSION_DOOR:
1270 /* dimension door needs the actual caster, because that is what is 1392 /* dimension door needs the actual caster, because that is what is
1271 * moved. 1393 * moved.
1272 */ 1394 */
1273 success = dimension_door(op,caster, spell_ob, dir); 1395 success = dimension_door (op, caster, spell_ob, dir);
1274 break; 1396 break;
1275 1397
1276 case SP_MAGIC_MAPPING: 1398 case SP_MAGIC_MAPPING:
1277 if(op->type==PLAYER) { 1399 if (op->type == PLAYER)
1400 {
1278 spell_effect(spell_ob, op->x, op->y, op->map, op); 1401 spell_effect (spell_ob, op->x, op->y, op->map, op);
1279 draw_magic_map(op); 1402 draw_magic_map (op);
1280 success=1; 1403 success = 1;
1281 } 1404 }
1405 else
1282 else success=0; 1406 success = 0;
1283 break; 1407 break;
1284 1408
1285 case SP_MAGIC_WALL: 1409 case SP_MAGIC_WALL:
1286 success = magic_wall(op,caster,dir,spell_ob); 1410 success = magic_wall (op, caster, dir, spell_ob);
1287 break; 1411 break;
1288 1412
1289 case SP_DESTRUCTION: 1413 case SP_DESTRUCTION:
1290 success = cast_destruction(op,caster,spell_ob); 1414 success = cast_destruction (op, caster, spell_ob);
1291 break; 1415 break;
1292 1416
1293 case SP_PERCEIVE_SELF: 1417 case SP_PERCEIVE_SELF:
1294 success = perceive_self(op); 1418 success = perceive_self (op);
1295 break; 1419 break;
1296 1420
1297 case SP_WORD_OF_RECALL: 1421 case SP_WORD_OF_RECALL:
1298 success = cast_word_of_recall(op,caster,spell_ob); 1422 success = cast_word_of_recall (op, caster, spell_ob);
1299 break; 1423 break;
1300 1424
1301 case SP_INVISIBLE: 1425 case SP_INVISIBLE:
1302 success = cast_invisible(op,caster,spell_ob); 1426 success = cast_invisible (op, caster, spell_ob);
1303 break; 1427 break;
1304 1428
1305 case SP_PROBE: 1429 case SP_PROBE:
1306 success = probe(op,caster, spell_ob, dir); 1430 success = probe (op, caster, spell_ob, dir);
1307 break; 1431 break;
1308 1432
1309 case SP_HEALING: 1433 case SP_HEALING:
1310 success = cast_heal(op,caster, spell_ob, dir); 1434 success = cast_heal (op, caster, spell_ob, dir);
1311 break; 1435 break;
1312 1436
1313 case SP_CREATE_FOOD: 1437 case SP_CREATE_FOOD:
1314 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1438 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1315 break; 1439 break;
1316 1440
1317 case SP_EARTH_TO_DUST: 1441 case SP_EARTH_TO_DUST:
1318 success = cast_earth_to_dust(op,caster,spell_ob); 1442 success = cast_earth_to_dust (op, caster, spell_ob);
1319 break; 1443 break;
1320 1444
1321 case SP_CHANGE_ABILITY: 1445 case SP_CHANGE_ABILITY:
1322 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1446 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1323 break; 1447 break;
1324 1448
1325 case SP_BLESS: 1449 case SP_BLESS:
1326 success = cast_bless(op,caster,spell_ob, dir); 1450 success = cast_bless (op, caster, spell_ob, dir);
1327 break; 1451 break;
1328 1452
1329 case SP_CURSE: 1453 case SP_CURSE:
1330 success = cast_curse(op,caster,spell_ob, dir); 1454 success = cast_curse (op, caster, spell_ob, dir);
1331 break; 1455 break;
1332 1456
1333 case SP_SUMMON_MONSTER: 1457 case SP_SUMMON_MONSTER:
1334 success = summon_object(op,caster,spell_ob, dir,stringarg); 1458 success = summon_object (op, caster, spell_ob, dir, stringarg);
1335 break; 1459 break;
1336 1460
1337 case SP_CHARGING: 1461 case SP_CHARGING:
1338 success = recharge(op, caster, spell_ob); 1462 success = recharge (op, caster, spell_ob);
1339 break; 1463 break;
1340 1464
1341 case SP_POLYMORPH: 1465 case SP_POLYMORPH:
1342#ifdef NO_POLYMORPH 1466#ifdef NO_POLYMORPH
1343 /* 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
1344 * 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
1345 * it was disabled), they get some feedback. 1469 * it was disabled), they get some feedback.
1346 */ 1470 */
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1471 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1472 success = 0;
1473#else
1474 success = cast_polymorph (op, caster, spell_ob, dir);
1475#endif
1476 break;
1477
1478 case SP_ALCHEMY:
1479 success = alchemy (op, caster, spell_ob);
1480 break;
1481
1482 case SP_REMOVE_CURSE:
1483 success = remove_curse (op, caster, spell_ob);
1484 break;
1485
1486 case SP_IDENTIFY:
1487 success = cast_identify (op, caster, spell_ob);
1488 break;
1489
1490 case SP_DETECTION:
1491 success = cast_detection (op, caster, spell_ob, skill);
1492 break;
1493
1494 case SP_MOOD_CHANGE:
1495 success = mood_change (op, caster, spell_ob);
1496 break;
1497
1498 case SP_MOVING_BALL:
1499 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1348 success = 0; 1502 success = 0;
1349#else 1503 }
1350 success = cast_polymorph(op,caster,spell_ob, dir); 1504 else
1351#endif 1505 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1352 break; 1506 break;
1353 1507
1354 case SP_ALCHEMY:
1355 success = alchemy(op, caster, spell_ob);
1356 break;
1357
1358 case SP_REMOVE_CURSE:
1359 success = remove_curse(op, caster, spell_ob);
1360 break;
1361
1362 case SP_IDENTIFY:
1363 success = cast_identify(op, caster, spell_ob);
1364 break;
1365
1366 case SP_DETECTION:
1367 success = cast_detection(op, caster, spell_ob, skill);
1368 break;
1369
1370 case SP_MOOD_CHANGE:
1371 success = mood_change(op, caster, spell_ob);
1372 break;
1373
1374 case SP_MOVING_BALL:
1375 if (spell_ob->path_repelled &&
1376 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1377 new_draw_info_format(NDI_UNIQUE, 0, op,
1378 "You lack the proper attunement to cast %s", &spell_ob->name);
1379 success = 0;
1380 } else
1381 success = fire_arch_from_position(op,caster,
1382 op->x + freearr_x[dir], op->y + freearr_y[dir],
1383 dir, spell_ob);
1384 break;
1385
1386 case SP_SWARM: 1508 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir); 1509 success = fire_swarm (op, caster, spell_ob, dir);
1388 break; 1510 break;
1389 1511
1390 case SP_CHANGE_MANA: 1512 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir); 1513 success = cast_transfer (op, caster, spell_ob, dir);
1392 break; 1514 break;
1393 1515
1394 case SP_DISPEL_RUNE: 1516 case SP_DISPEL_RUNE:
1395 /* in rune.c */ 1517 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir); 1518 success = dispel_rune (op, caster, spell_ob, skill, dir);
1397 break; 1519 break;
1398 1520
1399 case SP_CREATE_MISSILE: 1521 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1522 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1401 break; 1523 break;
1402 1524
1403 case SP_CONSECRATE: 1525 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob); 1526 success = cast_consecrate (op, caster, spell_ob);
1405 break; 1527 break;
1406 1528
1407 case SP_ANIMATE_WEAPON: 1529 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir); 1530 success = animate_weapon (op, caster, spell_ob, dir);
1409 old_shoottype = range_golem; 1531 old_shoottype = range_golem;
1410 break; 1532 break;
1411 1533
1412 case SP_LIGHT: 1534 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir); 1535 success = cast_light (op, caster, spell_ob, dir);
1414 break; 1536 break;
1415 1537
1416 case SP_CHANGE_MAP_LIGHT: 1538 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob); 1539 success = cast_change_map_lightlevel (op, caster, spell_ob);
1418 break; 1540 break;
1419 1541
1420 case SP_FAERY_FIRE: 1542 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob); 1543 success = cast_destruction (op, caster, spell_ob);
1422 break; 1544 break;
1423 1545
1424 case SP_CAUSE_DISEASE: 1546 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir); 1547 success = cast_cause_disease (op, caster, spell_ob, dir);
1426 break; 1548 break;
1427 1549
1428 case SP_AURA: 1550 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob); 1551 success = create_aura (op, caster, spell_ob);
1430 break; 1552 break;
1431 1553
1432 case SP_TOWN_PORTAL: 1554 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir); 1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1434 break; 1556 break;
1435 1557
1436 case SP_PARTY_SPELL: 1558 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1438 break; 1560 break;
1439 1561
1440 default: 1562 default:
1441 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1563 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1442 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1564 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1443 spell_ob->subtype);
1444
1445
1446 } 1565 }
1447 1566
1448 /* FIXME - we need some better sound suppport */ 1567 /* FIXME - we need some better sound suppport */
1449 // yes, for example, augment map info with the spell effect 1568 // yes, for example, augment map info with the spell effect
1450 // so clients can calculate the sounds themselves 1569 // so clients can calculate the sounds themselves
1451 //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);
1452 1571
1453 /* free the spell arg */ 1572 /* free the spell arg */
1454 if(settings.casting_time == TRUE && stringarg) { 1573 if (settings.casting_time == TRUE && stringarg)
1574 {
1455 free(stringarg); 1575 free (stringarg);
1456 stringarg=NULL; 1576 stringarg = NULL;
1457 } 1577 }
1458 /* 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
1459 * 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
1460 * it again. 1580 * it again.
1461 */ 1581 */
1582 if (op->contr)
1462 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; 1583 op->contr->shoottype = (rangetype) old_shoottype;
1463 1584
1464 return success; 1585 return success;
1465} 1586}
1466 1587
1467 1588
1468/* This is called from time.c/process_object(). That function 1589/* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function 1590 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines. 1591 * then dispatches them to the appropriate specific routines.
1471 */ 1592 */
1593void
1472void move_spell_effect(object *op) { 1594move_spell_effect (object *op)
1473 1595{
1474 switch (op->subtype) { 1596 switch (op->subtype)
1597 {
1475 case SP_BOLT: 1598 case SP_BOLT:
1476 move_bolt(op); 1599 move_bolt (op);
1477 break; 1600 break;
1478 1601
1479 case SP_BULLET: 1602 case SP_BULLET:
1480 move_bullet(op); 1603 move_bullet (op);
1481 break; 1604 break;
1482 1605
1483 case SP_EXPLOSION: 1606 case SP_EXPLOSION:
1484 explosion(op); 1607 explosion (op);
1485 break; 1608 break;
1486 1609
1487 case SP_CONE: 1610 case SP_CONE:
1488 move_cone(op); 1611 move_cone (op);
1489 break; 1612 break;
1490 1613
1491 case SP_BOMB: 1614 case SP_BOMB:
1492 animate_bomb(op); 1615 animate_bomb (op);
1493 break; 1616 break;
1494 1617
1495 case SP_MAGIC_MISSILE: 1618 case SP_MAGIC_MISSILE:
1496 move_missile(op); 1619 move_missile (op);
1497 break; 1620 break;
1498 1621
1499 case SP_WORD_OF_RECALL: 1622 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op); 1623 execute_word_of_recall (op);
1501 break; 1624 break;
1502 1625
1503 case SP_MOVING_BALL: 1626 case SP_MOVING_BALL:
1504 move_ball_spell(op); 1627 move_ball_spell (op);
1505 break; 1628 break;
1506 1629
1507 case SP_SWARM: 1630 case SP_SWARM:
1508 move_swarm_spell(op); 1631 move_swarm_spell (op);
1509 break; 1632 break;
1510 1633
1511 case SP_AURA: 1634 case SP_AURA:
1512 move_aura(op); 1635 move_aura (op);
1513 break; 1636 break;
1514
1515 } 1637 }
1516} 1638}
1517 1639
1518/* this checks to see if something special should happen if 1640/* this checks to see if something special should happen if
1519 * something runs into the object. 1641 * something runs into the object.
1520 */ 1642 */
1643void
1521void check_spell_effect(object *op) { 1644check_spell_effect (object *op)
1522 1645{
1523 switch (op->subtype) { 1646 switch (op->subtype)
1647 {
1524 case SP_BOLT: 1648 case SP_BOLT:
1525 move_bolt(op); 1649 move_bolt (op);
1526 return; 1650 return;
1527 1651
1528 case SP_BULLET: 1652 case SP_BULLET:
1529 check_bullet(op); 1653 check_bullet (op);
1530 return; 1654 return;
1531 } 1655 }
1532
1533} 1656}
1534 1657
1535/* This is called by move_apply. Basically, if someone 1658/* This is called by move_apply. Basically, if someone
1536 * 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
1537 * are set, this is called. This should only be called for 1660 * are set, this is called. This should only be called for
1538 * objects of the appropraite type. 1661 * objects of the appropraite type.
1539 */ 1662 */
1663void
1540void apply_spell_effect(object *spell, object *victim) 1664apply_spell_effect (object *spell, object *victim)
1541{ 1665{
1542 switch (spell->subtype) { 1666 switch (spell->subtype)
1667 {
1543 case SP_CONE: 1668 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1669 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1670 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break; 1671 break;
1547 1672
1548 case SP_MAGIC_MISSILE: 1673 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1674 if (QUERY_FLAG (victim, FLAG_ALIVE))
1550 tag_t spell_tag = spell->count; 1675 {
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1676 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) { 1677
1553 remove_ob (spell); 1678 if (!spell->destroyed ())
1554 free_object (spell); 1679 spell->destroy ();
1555 }
1556 } 1680 }
1557 break; 1681 break;
1558 1682
1559 case SP_MOVING_BALL: 1683 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1684 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname) 1686 else if (victim->material || victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell); 1687 save_throw_object (victim, spell->attacktype, spell);
1564 break; 1688 break;
1565 } 1689 }
1566} 1690}

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