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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.116 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
37 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 99}
195
196 100
197/* This function returns the effective level the spell 101/* This function returns the effective level the spell
198 * is being cast at. 102 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 103 */
203
204int 104int
205caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
206{ 106{
207 int level = caster->level; 107 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 108
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 111 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
223 114
224 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
225 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
226 120
227 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
229 128
230 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 130 * errors in various places.
232 */ 131 */
233 if (level < 1) 132 return clamp (level, 1, settings.max_level);
234 level = 1;
235
236 return level;
237} 133}
238 134
239/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 142 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
248 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
249 */ 145 */
250
251sint16 146sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 148{
254 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
255 150
256 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
257 { 152 {
258 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
259 {
260 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
261 }
262 else 155 else
263 sp = spell->stats.sp; 156 sp = spell->stats.sp;
264 157
265 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
266 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
267 sp = 1; 160 sp = 1;
268 161
269 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
270 {
271 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
272 }
273 else 164 else
274 grace = spell->stats.grace; 165 grace = spell->stats.grace;
275 166
276 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
277 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
278 grace = 1; 169 grace = 1;
279 } 170 }
280 else 171 else
281 { 172 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
284 sp = 1; 175 sp = 1;
176
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
287 grace = 1; 179 grace = 1;
288 } 180 }
181
289 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 183 return max (sp, grace);
291 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
292 return grace; 185 return grace;
293 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
294 return sp; 187 return sp;
295 else 188 else
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 191 return 0;
299 } 192 }
300} 193}
301 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
302 205
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
305 */ 208 */
306int 209int
307SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
308{ 211{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 216}
320 217
321/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
324 */ 221 */
325int 222int
326SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
327{ 224{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 229}
340 230
341/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
344 */ 234 */
345int 235int
346SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
347{ 237{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 238 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 242}
360 243
361/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
364 */ 247 */
365object * 248object *
366check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
367{ 250{
368 object *spop; 251 object *spop;
369 252
370 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
372 return spop; 255 return spop;
373 256
374 return NULL; 257 return 0;
375} 258}
376
377 259
378/* 260/*
379 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 266 * exact match, we also return NULL.
385 */ 267 */
386
387object * 268object *
388lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
389{ 270{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
391 int nummatch = 0; 272 int nummatch = 0;
392 273
393 if (spname == NULL) 274 if (!spname)
394 return NULL; 275 return 0;
395 276
396 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
399 */ 280 */
400 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
401 { 282 {
402 if (spob->type == SPELL) 283 if (spob->type == SPELL)
403 { 284 {
285 // TODO: WTF?
404 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
405 { 287 {
406 nummatch++; 288 nummatch++;
407 spob1 = spob; 289 spob1 = spob;
408 } 290 }
413 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
415 */ 297 */
416 if (spob2) 298 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
418 spob2 = spob; 301 spob2 = spob;
419 } 302 }
420 } 303 }
421 } 304 }
422 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
424 */ 307 */
425 if (spob2) 308 if (spob2)
426 return spob2; 309 return spob2;
310
427 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
428 return spob1; 312 return spob1;
313
429 return NULL; 314 return NULL;
430} 315}
431 316
432/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
437 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
438 */ 323 */
439int 324int
440reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
441{ 326{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 328 return 0;
329
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
449 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
450 return 1; 334 return 1;
451 335
452 return 0; 336 return 0;
453} 337}
471 { 355 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 358 dir = 0;
475 } 359 }
476 new_op->x = op->x + freearr_x[dir]; 360
477 new_op->y = op->y + freearr_y[dir]; 361 new_op->set_flag (FLAG_IDENTIFIED);
478 if (dir == 0) 362 op->map->insert (new_op,
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
480 else 364 op,
481 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
482 return dir; 367 return dir;
368}
369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
483} 386}
484 387
485/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
487 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
488 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 394 */
492 */
493
494int 395int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 397{
497 object *tmp; 398 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 399 return 0;
506 400
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 401 mapspace &ms = m->at (x, y);
402 ms.update ();
403
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 405 return 0;
509 406
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 407 int max_effects = 5; // max. number of similar spells per mapspace
408
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 410 {
512 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code 413 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more 414 * will then remove it, but that would seem to to use more
516 * resources, and may not work as well if a player is standing 415 * resources, and may not work as well if a player is standing
517 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
518 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
520 */ 419 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !tmp->flag [FLAG_MONSTER]
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there
429 // are sometimes spell effect floors
430 // which are used to inflict damage
431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC))
524 return 0; 434 return 0;
525 435
526 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe.
529 * there are no such things as multispaced spells right now, so
530 * we don't need to worry about the head.
531 */
532 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
533 return 0;
534
535 /*
536 * Combine similar spell effects into one spell effect. Needed for
537 * performance reasons with meteor swarm and the like, but also for
538 * playability reasons.
539 */
540 if (tmp->arch == op->arch
541 && tmp->type == op->type 436 if (tmp->type == op->type)
542 && tmp->subtype == op->subtype
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 437 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
546 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
547 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
548 return 0; 470 return 0;
549 } 471 }
550 472
551 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
553 */ 475 */
554 } 476 }
477
555 /* If it passes the above tests, it must be OK */ 478 /* If it passes the above tests, it must be OK */
556 return 1; 479 return 1;
557} 480}
558 481
559/* fire_arch_from_position: fires an archetype. 482/* fire_arch_from_position: fires an archetype.
564 * dir: direction to fire in. 487 * dir: direction to fire in.
565 * spell: spell that is being fired. It uses other_arch for the archetype 488 * spell: spell that is being fired. It uses other_arch for the archetype
566 * to fire. 489 * to fire.
567 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
568 */ 491 */
569
570int 492int
571fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
572{ 494{
573 object *tmp;
574 int mflags;
575 maptile *m;
576
577 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
578 return 0; 496 return 0;
579 497
580 m = op->map; 498 object *tmp = spell->other_arch->instance ();
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 {
584 return 0;
585 }
586 499
587 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
588
589 if (tmp == NULL)
590 return 0; 501 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 }
598 502
599 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
600 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
601 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
602 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
603 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
604 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
605 tmp->x = x;
606 tmp->y = y;
607 tmp->direction = dir; 509 tmp->direction = dir;
608 if (op->owner != NULL)
609 tmp->set_owner (op); 510 tmp->set_owner (op);
610 else
611 tmp->set_owner (op);
612 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
613 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
614 513
615 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
616 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
617 {
618 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
619 return 0; 517 return 0;
620 } 518
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
622 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
623 521
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
625 return 1;
626
627 move_spell_effect (tmp); 523 move_spell_effect (tmp);
628 524
629 return 1; 525 return 1;
630} 526}
631
632
633 527
634/***************************************************************************** 528/*****************************************************************************
635 * 529 *
636 * Code related to rods - perhaps better located in another file? 530 * Code related to rods - perhaps better located in another file?
637 * 531 *
638 ****************************************************************************/ 532 ****************************************************************************/
639
640void 533void
641regenerate_rod (object *rod) 534regenerate_rod (object *rod)
642{ 535{
643 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
644 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
646
647 if (rod->stats.hp > rod->stats.maxhp)
648 rod->stats.hp = rod->stats.maxhp;
649 }
650} 538}
651
652 539
653void 540void
654drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
655{ 542{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 543 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 544}
658
659
660
661 545
662/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 548 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 549 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 550 * NULL if no good object.
667 */ 551 */
668
669object * 552object *
670find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
671{ 554{
672 object *tmp; 555 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 556
677 /* I don't really get this block - if op isn't a player or rune, 557 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
680 */ 560 */
682 { 562 {
683 tmp = op->owner; 563 tmp = op->owner;
684 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
685 * to the caster. 565 * to the caster.
686 */ 566 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
688 tmp = op; 568 tmp = op;
689 } 569 }
690 else 570 else
691 { 571 {
692 m = op->map; 572 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 575
576 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 577 ? m->at (x, y).player ()
578 : 0;
702 } 579 }
703 580
704 /* didn't find a player there, look in current square for a player */ 581 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 582 if (!tmp)
706 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
707 584
708 return tmp; 585 return tmp;
709} 586}
710
711
712 587
713/* raytrace: 588/* raytrace:
714 * spell_find_dir(map, x, y, exclude) will search first the center square 589 * spell_find_dir(map, x, y, exclude) will search first the center square
715 * then some close squares in the given map at the given coordinates for 590 * then some close squares in the given map at the given coordinates for
716 * live objects. 591 * live objects.
719 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
720 * It returns the direction toward the first/closest live object if it finds 595 * It returns the direction toward the first/closest live object if it finds
721 * any, otherwise -1. 596 * any, otherwise -1.
722 * note that exclude can be NULL, in which case all bets are off. 597 * note that exclude can be NULL, in which case all bets are off.
723 */ 598 */
724
725int 599int
726spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
727{ 601{
728 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
729 sint16 nx, ny; 603 sint16 nx, ny;
746 continue; 620 continue;
747 621
748 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
749 623
750 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
751 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
752 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
753 tmp = tmp->above; 627 tmp = tmp->above;
754 628
755 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
756 return freedir[i]; 630 return freedir[i];
757 } 631 }
758 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
759} 633}
760
761
762 634
763/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
766 */ 638 */
767 639static void
768void
769put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
770{ 641{
771 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 643 archetype *at;
773 int dir; 644 int dir;
779 650
780 /* find a free square nearby 651 /* find a free square nearby
781 * first we check the closest square for free squares 652 * first we check the closest square for free squares
782 */ 653 */
783 654
784 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 655 dir = find_first_free_spot (at, op->map, op->x, op->y);
785 if (dir != -1) 656 if (dir != -1)
786 { 657 {
787 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
788 * insert multipart monsters properly 659 * insert multipart monsters properly
789 */ 660 */
661 //TODO: use expand_tail + ...
790 while (at != NULL) 662 while (at != NULL)
791 { 663 {
792 tmp = arch_to_object (at); 664 tmp = at->instance ();
793 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
794 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
795 tmp->map = op->map; 667 tmp->map = op->map;
796 if (head) 668 if (head)
797 { 669 {
798 tmp->head = head; 670 tmp->head = head;
799 prev->more = tmp; 671 prev->more = tmp;
800 } 672 }
673
801 if (!head) 674 if (!head)
802 head = tmp; 675 head = tmp;
676
803 prev = tmp; 677 prev = tmp;
678
804 at = at->more; 679 at = (archetype *)at->more;
805 } 680 }
806 681
807 if (head->randomitems) 682 if (head->randomitems)
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 684
810 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
811 686
812 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 689 }
819} 690}
820 691
821/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 693 * places them in nearby squares.
829 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
830 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
831 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
832 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
833 */ 704 */
834
835int 705int
836summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
837{ 707{
838 int i; 708 int i;
839 709
849{ 719{
850 int attacktype; 720 int attacktype;
851 int face; 721 int face;
852} ATTACKS[22] = 722} ATTACKS[22] =
853{ 723{
854 {
855 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 730 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 732 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 736 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 738 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 740 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 743 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 745 { AT_FEAR, 10},
898 746};
899
900 747
901/* shuffle_attack: peterm 748/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
927 { 774 {
928 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
929 } 776 }
930} 777}
931 778
932
933/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
934 * at casting a prayer. 780 * at casting a prayer.
935 * op is the player. 781 * op is the player.
936 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
937 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
938 */ 784 */
939 785static void
940void
941prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
942{ 787{
943 const char *godname; 788 const char *godname;
944 object *tmp; 789 object *tmp;
945 790
1022 else 867 else
1023 { 868 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 869 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 870 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 871 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 872
1030 /* increase the area of destruction a little for more powerful spells */ 873 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 874 tmp->range += isqrt (power);
1032 875
1033 if (power > 25) 876 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 877 tmp->stats.dam = 25 + isqrt (power);
1035 else 878 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 879 tmp->stats.dam = power; /* nasty recoils! */
1037 880
1038 tmp->stats.maxhp = tmp->count; 881 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 882
883 tmp->insert_at (op);
1040 } 884 }
1041 } 885 }
1042} 886}
1043 887
1044int 888static int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1046{ 890{
1047 int success;
1048 player *pl;
1049 object *spell;
1050
1051 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
1052 { 892 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
1054 return 0; 894 return 0;
1055 } 895 }
1056 spell = arch_to_object (spell_ob->other_arch); 896
897 object *spell = spell_ob->other_arch->instance ();
1057 898
1058 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
1059 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
1060 901
1061 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
1062 { 903 {
1063 spell->remove (); 904 spell->remove ();
1064 return success; 905 return success;
1065 } 906 }
907
1066 for_all_players (pl) 908 for_all_players (pl)
1067 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
1068 { 910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1070 } 913
1071 spell->remove (); 914 spell->remove ();
1072 return success; 915 return success;
1073} 916}
1074 917
1075/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
1080 * same as op. 923 * same as op.
1081 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
1082 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1083 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
1084 * we can determine what to do. 927 * we can determine what to do.
1085 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
1086 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
1087 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
1088 * etc. 931 * etc.
1089 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
1090 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
1097 * 940 *
1098 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1099 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1100 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1101 */ 944 */
1102
1103int 945int
1104cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1105{ 947{
1106 const char *godname; 948 const char *godname;
1107 int success = 0, mflags, cast_level = 0, old_shoottype; 949 int success = 0;
1108 object *skill = NULL;
1109
1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 950
1112 if (!spell_ob) 951 if (!spell_ob)
1113 { 952 {
1114 LOG (llevError, "cast_spell: null spell object passed\n"); 953 LOG (llevError, "cast_spell: null spell object passed\n");
1115 return 0; 954 return 0;
1126 } 965 }
1127 966
1128 /* if caster is a spell casting object, this normally shouldn't be 967 /* if caster is a spell casting object, this normally shouldn't be
1129 * an issue, because they don't have any spellpaths set up. 968 * an issue, because they don't have any spellpaths set up.
1130 */ 969 */
1131 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 970 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1132 { 971 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 972 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1134 return 0; 973 return 0;
1135 } 974 }
975
976 object *skill = 0;
1136 977
1137 /* if it is a player casting the spell, and they are really casting it 978 /* if it is a player casting the spell, and they are really casting it
1138 * (vs it coming from a wand, scroll, or whatever else), do some 979 * (vs it coming from a wand, scroll, or whatever else), do some
1139 * checks. We let monsters do special things - eg, they 980 * checks. We let monsters do special things - eg, they
1140 * don't need the skill, bypass level checks, etc. The monster function 981 * don't need the SKILL, BYpass level checks, etc. The monster function
1141 * should take care of that. 982 * should take care of that.
1142 * Remove the wiz check here and move it further down - some spells 983 * Remove the wiz check here and move it further down - some spells
1143 * need to have the right skill pointer passed, so we need to 984 * need to have the right skill pointer passed, so we need to
1144 * at least process that code. 985 * at least process that code.
1145 */ 986 */
1146 if (op->type == PLAYER && op == caster) 987 if (op->type == PLAYER && op == caster)
1147 { 988 {
1148 cast_level = caster_level (caster, spell_ob);
1149 if (spell_ob->skill) 989 if (spell_ob->skill)
1150 { 990 {
1151 skill = find_skill_by_name (op, spell_ob->skill); 991 skill = find_skill_by_name (op, spell_ob->skill);
992
1152 if (!skill) 993 if (!skill)
1153 { 994 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 995 op->failmsgf ("You need the %s skill to cast %s! "
996 "H<You either need to learn the skill via a skill scroll "
997 "or you need to wear a talisman, holy symbol or another skill tool.>",
998 &spell_ob->skill, &spell_ob->name);
1155 return 0; 999 return 0;
1156 } 1000 }
1157 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1001
1002 const char *msg = "";
1003
1004 int caster_level = skill->level;
1005
1006 if (op->path_attuned & spell_ob->path_attuned)
1158 { 1007 {
1159 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1008 caster_level += min (caster_level, ATTUNE_REPELL);
1009 msg = " (attuned)";
1010 }
1011
1012 if (op->path_repelled & spell_ob->path_attuned)
1013 {
1014 caster_level -= ATTUNE_REPELL; // negative is ok
1015 msg = " (repelled)";
1016 }
1017
1018 if (spell_ob->level > caster_level)
1019 {
1020 op->failmsgf ("You lack enough skill to cast that spell! "
1021 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 caster_level, msg, spell_ob->level);
1023 if (!op->is_wiz ())
1160 return 0; 1024 return 0;
1161 } 1025 }
1162 } 1026 }
1027
1163 /* If the caster is the wiz, they don't ever fail, and don't have 1028 /* If the caster is the wiz, they don't ever fail, and don't have
1164 * to have sufficient grace/mana. 1029 * to have sufficient grace/mana.
1165 */ 1030 */
1166 if (!QUERY_FLAG (op, FLAG_WIZ)) 1031 if (!op->flag [FLAG_WIZCAST])
1167 { 1032 {
1168 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1033 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1034 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1035 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1036 op->failmsg ("You don't have enough mana!");
1172 return 0; 1037 return 0;
1173 } 1038 }
1039
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1040 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1041 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1042 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1043 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1044 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1179 {
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1045 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1181 }
1182 else 1046 else
1183 { 1047 {
1184 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1048 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1049 op->failmsgf ("%s ignores your prayer.", godname);
1186 return 0; 1050 return 0;
1187 } 1051 }
1188 } 1052 }
1189 1053
1190 /* player/monster is trying to cast the spell. might fumble it */ 1054 /* player/monster is trying to cast the spell. might fumble it */
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1055 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1056 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1057 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1058 op->contr->play_sound (sound_find ("fumble_spell"));
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1059 op->failmsg ("You fumble the prayer.");
1196 if (settings.casting_time == TRUE) 1060
1197 {
1198 op->casting_time = -1;
1199 }
1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1061 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1062 return 0;
1202 } 1063 }
1203 else if (spell_ob->stats.sp) 1064 else if (spell_ob->stats.sp)
1204 { 1065 {
1205 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1066 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1206 1067
1207 if (failure < 0) 1068 if (failure < 0)
1208 { 1069 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1070 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1210 if (settings.spell_failure_effects == TRUE) 1071 if (settings.spell_failure_effects == TRUE)
1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1072 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1212 op->contr->shoottype = (rangetype) old_shoottype; 1073
1213 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1074 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1214 return 0; 1075 return 0;
1215 } 1076 }
1216 } 1077 }
1217 } 1078 }
1218 } 1079 }
1219 1080
1220 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1081 int mflags = op->ms ().flags ();
1221 1082
1222 /* See if we can cast a spell here. If the caster and op are 1083 /* See if we can cast a spell here. If the caster and op are
1223 * not alive, then this would mean that the mapmaker put the 1084 * not alive, then this would mean that the mapmaker put the
1224 * objects on the space - presume that they know what they are 1085 * objects on the space - presume that they know what they are
1225 * doing. 1086 * doing.
1226 */ 1087 */
1227 1088
1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1089 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229 { 1090 {
1091 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1092 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1231 return 0; 1093 return 0;
1232 } 1094 }
1233 1095
1234 if ((spell_ob->type == SPELL) 1096 if ((spell_ob->type == SPELL)
1235 && (caster->type != POTION) 1097 && (caster->type != POTION)
1236 && !QUERY_FLAG (op, FLAG_WIZCAST) 1098 && !op->flag [FLAG_WIZCAST]
1237 && (QUERY_FLAG (caster, FLAG_ALIVE) 1099 && (caster->flag [FLAG_ALIVE]
1238 || QUERY_FLAG (op, FLAG_ALIVE)) 1100 || op->flag [FLAG_ALIVE])
1239 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1101 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1240 { 1102 {
1241 if (op->type != PLAYER) 1103 if (op->type != PLAYER)
1242 return 0; 1104 return 0;
1243 1105
1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1106 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1107 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1246 else 1108 else if (object *item = op->contr->ranged_ob)
1247 switch (op->contr->shoottype)
1248 { 1109 {
1249 case range_magic: 1110 if (item->type == SPELL)
1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1111 op->failmsg ("Something blocks your spellcasting.");
1251 break; 1112 else if (item->type == SCROLL)
1252 case range_misc: 1113 op->failmsg ("Something blocks the magic of your scroll.");
1253 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254 break;
1255 case range_golem:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1257 break;
1258 default:
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);
1277 }
1278 else 1114 else
1279 op->spellarg = NULL; 1115 op->failmsg ("Something blocks the magic of your item.");
1280 return 0;
1281 }
1282 else if (op->casting_time != 0)
1283 {
1284 if (op->type == PLAYER)
1285 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1286 return 0;
1287 } 1116 }
1288 else 1117 else
1289 { /* casting_time == 0 */ 1118 op->failmsg ("Something blocks the spell!");
1290 op->casting_time = -1; 1119
1291 spell_ob = op->spell; 1120 return 0;
1292 stringarg = op->spellarg;
1293 }
1294 }
1295 else
1296 { 1121 }
1122
1297 /* Take into account how long it takes to cast the spell. 1123 /* Take into account how long it takes to cast the spell.
1298 * if the player is casting it, then we use the time in 1124 * if the player is casting it, then we use the time in
1299 * the spell object. If it is a spell object, have it 1125 * the spell object. If it is a spell object, have it
1300 * take two ticks. Things that cast spells on the players 1126 * take two ticks. Things that cast spells on the players
1301 * behalf (eg, altars, and whatever else) shouldn't cost 1127 * behalf (eg, altars, and whatever else) shouldn't cost
1302 * the player any time. 1128 * the player any time.
1303 * Ignore casting time for firewalls 1129 * Ignore casting time for firewalls
1130 */
1131 if (caster == op && caster->type != FIREWALL)
1132 {
1133 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1134 /* Other portions of the code may also decrement the speed of the player, so
1135 * put a lower limit so that the player isn't stuck here too long
1304 */ 1136 */
1305 if (caster == op && caster->type != FIREWALL)
1306 {
1307 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1308 /* Other portions of the code may also decrement the speed of the player, so
1309 * put a lower limit so that the player isn't stuck here too long
1310 */
1311 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1137 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1312 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1138 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1313 } 1139 }
1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1140 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1315 {
1316 op->speed_left -= 2 * FABS (op->speed); 1141 op->speed_left -= 2 * op->speed;
1317 }
1318 }
1319 1142
1320 if (op->type == PLAYER && op == caster) 1143 if (op->type == PLAYER && op == caster)
1321 { 1144 {
1322 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1145 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1323 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1146 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1328 * object requires. 1151 * object requires.
1329 */ 1152 */
1330 if (op != caster && !skill && caster->skill) 1153 if (op != caster && !skill && caster->skill)
1331 { 1154 {
1332 skill = find_skill_by_name (op, caster->skill); 1155 skill = find_skill_by_name (op, caster->skill);
1156
1333 if (!skill) 1157 if (!skill)
1334 { 1158 {
1335 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1159 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1336 return 0; 1160 return 0;
1337 } 1161 }
1338 change_skill (op, skill, 0); /* needed for proper exp credit */
1339 } 1162 }
1163
1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1165 return RESULT_INT (0);
1166
1167 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1168 // at least temporarily, which might not be true due to slot restrictions, but hey
1169 // invoke requires it basically.
1170
1171 object *chosen_skill = op->chosen_skill;
1172 op->chosen_skill = skill;
1340 1173
1341 switch (spell_ob->subtype) 1174 switch (spell_ob->subtype)
1342 { 1175 {
1343 /* The order of case statements is same as the order they show up 1176 /* The order of case statements is same as the order they show up
1344 * in in spells.h. 1177 * in spells.h.
1345 */ 1178 */
1346 case SP_RAISE_DEAD: 1179 case SP_RAISE_DEAD:
1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1180 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1348 break; 1181 break;
1349 1182
1350 case SP_RUNE: 1183 case SP_RUNE:
1351 success = write_rune (op, caster, spell_ob, dir, stringarg); 1184 success = write_rune (op, caster, spell_ob, dir, spellparam);
1352 break; 1185 break;
1353 1186
1354 case SP_MAKE_MARK: 1187 case SP_MAKE_MARK:
1355 success = write_mark (op, spell_ob, stringarg); 1188 success = write_mark (op, spell_ob, spellparam);
1356 break; 1189 break;
1357 1190
1358 case SP_BOLT: 1191 case SP_BOLT:
1359 success = fire_bolt (op, caster, dir, spell_ob, skill); 1192 success = fire_bolt (op, caster, dir, spell_ob, skill);
1360 break; 1193 break;
1378 case SP_SMITE: 1211 case SP_SMITE:
1379 success = cast_smite_spell (op, caster, dir, spell_ob); 1212 success = cast_smite_spell (op, caster, dir, spell_ob);
1380 break; 1213 break;
1381 1214
1382 case SP_MAGIC_MISSILE: 1215 case SP_MAGIC_MISSILE:
1383 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1216 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1384 break; 1217 break;
1385 1218
1386 case SP_SUMMON_GOLEM: 1219 case SP_SUMMON_GOLEM:
1387 success = summon_golem (op, caster, dir, spell_ob); 1220 success = summon_golem (op, caster, dir, spell_ob);
1388 old_shoottype = range_golem;
1389 break; 1221 break;
1390 1222
1391 case SP_DIMENSION_DOOR: 1223 case SP_DIMENSION_DOOR:
1392 /* dimension door needs the actual caster, because that is what is 1224 /* dimension door needs the actual caster, because that is what is
1393 * moved. 1225 * moved.
1394 */ 1226 */
1395 success = dimension_door (op, caster, spell_ob, dir); 1227 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1396 break; 1228 break;
1397 1229
1398 case SP_MAGIC_MAPPING: 1230 case SP_MAGIC_MAPPING:
1399 if (op->type == PLAYER) 1231 if (op->type == PLAYER)
1400 { 1232 {
1433 case SP_HEALING: 1265 case SP_HEALING:
1434 success = cast_heal (op, caster, spell_ob, dir); 1266 success = cast_heal (op, caster, spell_ob, dir);
1435 break; 1267 break;
1436 1268
1437 case SP_CREATE_FOOD: 1269 case SP_CREATE_FOOD:
1438 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1270 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1439 break; 1271 break;
1440 1272
1441 case SP_EARTH_TO_DUST: 1273 case SP_EARTH_TO_DUST:
1442 success = cast_earth_to_dust (op, caster, spell_ob); 1274 success = cast_earth_to_dust (op, caster, spell_ob);
1443 break; 1275 break;
1453 case SP_CURSE: 1285 case SP_CURSE:
1454 success = cast_curse (op, caster, spell_ob, dir); 1286 success = cast_curse (op, caster, spell_ob, dir);
1455 break; 1287 break;
1456 1288
1457 case SP_SUMMON_MONSTER: 1289 case SP_SUMMON_MONSTER:
1458 success = summon_object (op, caster, spell_ob, dir, stringarg); 1290 success = summon_object (op, caster, spell_ob, dir, spellparam);
1459 break; 1291 break;
1460 1292
1461 case SP_CHARGING: 1293 case SP_CHARGING:
1462 success = recharge (op, caster, spell_ob); 1294 success = recharge (op, caster, spell_ob);
1463 break; 1295 break;
1466#ifdef NO_POLYMORPH 1298#ifdef NO_POLYMORPH
1467 /* Not great, but at least provide feedback so if players do have 1299 /* Not great, but at least provide feedback so if players do have
1468 * polymorph (ie, find it as a preset item or left over from before 1300 * polymorph (ie, find it as a preset item or left over from before
1469 * it was disabled), they get some feedback. 1301 * it was disabled), they get some feedback.
1470 */ 1302 */
1471 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1303 op->failmsg ("The spell fizzles!");
1472 success = 0; 1304 success = 0;
1473#else 1305#else
1474 success = cast_polymorph (op, caster, spell_ob, dir); 1306 success = cast_polymorph (op, caster, spell_ob, dir);
1475#endif 1307#endif
1476 break; 1308 break;
1496 break; 1328 break;
1497 1329
1498 case SP_MOVING_BALL: 1330 case SP_MOVING_BALL:
1499 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1331 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1500 { 1332 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1333 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1502 success = 0; 1334 success = 0;
1503 } 1335 }
1504 else 1336 else
1505 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1337 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1506 break; 1338 break;
1507 1339
1508 case SP_SWARM: 1340 case SP_SWARM:
1509 success = fire_swarm (op, caster, spell_ob, dir); 1341 success = fire_swarm (op, caster, spell_ob, dir);
1510 break; 1342 break;
1517 /* in rune.c */ 1349 /* in rune.c */
1518 success = dispel_rune (op, caster, spell_ob, skill, dir); 1350 success = dispel_rune (op, caster, spell_ob, skill, dir);
1519 break; 1351 break;
1520 1352
1521 case SP_CREATE_MISSILE: 1353 case SP_CREATE_MISSILE:
1522 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1354 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1523 break; 1355 break;
1524 1356
1525 case SP_CONSECRATE: 1357 case SP_CONSECRATE:
1526 success = cast_consecrate (op, caster, spell_ob); 1358 success = cast_consecrate (op, caster, spell_ob);
1527 break; 1359 break;
1528 1360
1529 case SP_ANIMATE_WEAPON: 1361 case SP_ANIMATE_WEAPON:
1530 success = animate_weapon (op, caster, spell_ob, dir); 1362 success = animate_weapon (op, caster, spell_ob, dir);
1531 old_shoottype = range_golem;
1532 break; 1363 break;
1533 1364
1534 case SP_LIGHT: 1365 case SP_LIGHT:
1535 success = cast_light (op, caster, spell_ob, dir); 1366 success = cast_light (op, caster, spell_ob, dir);
1536 break; 1367 break;
1549 1380
1550 case SP_AURA: 1381 case SP_AURA:
1551 success = create_aura (op, caster, spell_ob); 1382 success = create_aura (op, caster, spell_ob);
1552 break; 1383 break;
1553 1384
1554 case SP_TOWN_PORTAL:
1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1556 break;
1557
1558 case SP_PARTY_SPELL: 1385 case SP_PARTY_SPELL:
1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1386 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1560 break; 1387 break;
1561 1388
1562 default: 1389 default:
1563 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1564 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1390 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1565 }
1566
1567 /* FIXME - we need some better sound suppport */
1568 // yes, for example, augment map info with the spell effect
1569 // so clients can calculate the sounds themselves
1570 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1571
1572 /* free the spell arg */
1573 if (settings.casting_time == TRUE && stringarg)
1574 { 1391 }
1575 free (stringarg); 1392
1576 stringarg = NULL; 1393 // restore chosen_skill
1577 } 1394 op->chosen_skill = chosen_skill;
1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1395
1579 * to something like use_magic_item, but you really want to be able to fire 1396 op->play_sound (
1580 * it again. 1397 success
1581 */ 1398 ? spell_ob->sound
1582 if (op->contr) 1399 ? spell_ob->sound
1583 op->contr->shoottype = (rangetype) old_shoottype; 1400 : sound_find ("spell_success")
1401 : sound_find ("fumble_spell")
1402 );
1584 1403
1585 return success; 1404 return success;
1586} 1405}
1587 1406
1588
1589/* This is called from time.c/process_object(). That function 1407/* This is called from time.c/process_object(). That function
1590 * calls this for any SPELL_EFFECT type objects. This function 1408 * calls this for any SPELL_EFFECT type objects. This function
1591 * then dispatches them to the appropriate specific routines. 1409 * then dispatches them to the appropriate specific routines.
1592 */ 1410 */
1593void 1411void
1594move_spell_effect (object *op) 1412move_spell_effect (object *op)
1595{ 1413{
1635 move_aura (op); 1453 move_aura (op);
1636 break; 1454 break;
1637 } 1455 }
1638} 1456}
1639 1457
1640/* this checks to see if something special should happen if
1641 * something runs into the object.
1642 */
1643void
1644check_spell_effect (object *op)
1645{
1646 switch (op->subtype)
1647 {
1648 case SP_BOLT:
1649 move_bolt (op);
1650 return;
1651
1652 case SP_BULLET:
1653 check_bullet (op);
1654 return;
1655 }
1656}
1657
1658/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1659 * moves onto a spell effect and the walk_on or fly_on flags 1459 * moves onto a spell effect and the walk_on or fly_on flags
1660 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1661 * objects of the appropraite type. 1461 * objects of the appropriate type.
1662 */ 1462 */
1663void 1463void
1664apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1665{ 1465{
1666 switch (spell->subtype) 1466 switch (spell->subtype)
1667 { 1467 {
1668 case SP_CONE: 1468 case SP_CONE:
1669 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1469 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1670 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1671 break; 1471 break;
1672 1472
1673 case SP_MAGIC_MISSILE: 1473 case SP_MAGIC_MISSILE:
1674 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1474 if (victim->flag [FLAG_ALIVE])
1675 { 1475 {
1676 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1677
1678 if (!spell->destroyed ())
1679 spell->destroy (); 1477 spell->destroy ();
1680 } 1478 }
1681 break; 1479 break;
1682 1480
1683 case SP_MOVING_BALL: 1481 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1482 if (victim->flag [FLAG_ALIVE])
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1484 else if (victim->material != MATERIAL_NULL)
1687 save_throw_object (victim, spell->attacktype, spell); 1485 save_throw_object (victim, spell->attacktype, spell);
1486
1688 break; 1487 break;
1689 } 1488 }
1690} 1489}
1490
1491/**
1492 * This function will let a fireball explode at the position of
1493 * the victim with a specific maximum level.
1494 */
1495void
1496create_exploding_ball_at (object *victim, int level)
1497{
1498 object *ball = get_archetype (EXPLODING_FIREBALL);
1499 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1500 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1501 ball->insert_at (victim);
1502}

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