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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 1.62 by root, Sun Oct 21 01:35:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
98 95
99 if (init_spells_done) 96 if (init_spells_done)
100 return; 97 return;
101 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
102 99
103 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
104 { 101 {
105 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
106 { 103 {
107 if (at->clone.skill) 104 if (at->skill)
108 { 105 {
109 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
111 break; 108 break;
112 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
113 { 110 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
115 } 112 }
116 } 113 }
117 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
118 } 115 }
119 } 116 }
134/* Dumps all the spells - now also dumps skill associated with the spell. 131/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty 132 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
137 */ 134 */
138void 135void
139dump_spells (void) 136dump_spells ()
140{ 137{
141 archetype *at; 138 for_all_archetypes (at)
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL) 139 if (at->type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
149 }
150 }
151} 142}
152 143
153/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 145 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 146 */
156
157void 147void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 148spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 149{
160
161 if (spob->other_arch != NULL) 150 if (spob->other_arch)
162 { 151 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 152}
171 153
172/* 154/*
173 * This function takes a caster and spell and presents the 155 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 156 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 157 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 158 * spellpaths. Was called path_level_mod.
177 * 159 *
178 * caster is person casting hte spell. 160 * caster is person casting the spell.
179 * spell is the spell object. 161 * spell is the spell object.
180 * Returns modified level. 162 * Returns modified level.
181 */ 163 */
182int 164int
183min_casting_level (object *caster, object *spell) 165min_casting_level (object *caster, object *spell)
186 168
187 if (caster->path_denied & spell->path_attuned) 169 if (caster->path_denied & spell->path_attuned)
188 return 1; 170 return 1;
189 171
190 new_level = spell->level 172 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 173 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 175
193 return (new_level < 1) ? 1 : new_level; 176 return max (1, new_level);
194} 177}
195
196 178
197/* This function returns the effective level the spell 179/* This function returns the effective level the spell
198 * is being cast at. 180 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 181 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 182 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 183 * min_caster_level, so the difference is effectively 4
202 */ 184 */
203
204int 185int
205caster_level (object *caster, object *spell) 186caster_level (object *caster, object *spell)
206{ 187{
207 int level = caster->level; 188 int level = caster->level;
208 189
223 204
224 level = MIN (level, sk_level + level / 10 + 1); 205 level = MIN (level, sk_level + level / 10 + 1);
225 } 206 }
226 207
227 /* Got valid caster level. Now adjust for attunement */ 208 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 209 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 211
230 /* Always make this at least 1. If this is zero, we get divide by zero 212 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 213 * errors in various places.
232 */ 214 */
233 if (level < 1)
234 level = 1;
235
236 return level; 215 return max (level, 1);
237} 216}
238 217
239/* The following function scales the spellpoint cost of 218/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 219 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 220 * lower level spells become incredibly vicious at high
284 sp = 1; 263 sp = 1;
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 265 if (spell->stats.grace && !grace)
287 grace = 1; 266 grace = 1;
288 } 267 }
268
289 if (flags == SPELL_HIGHEST) 269 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 270 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 271 else if (flags == SPELL_GRACE)
292 return grace; 272 return grace;
293 else if (flags == SPELL_MANA) 273 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 277 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 278 return 0;
299 } 279 }
300} 280}
301 281
302
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 282/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 283 * spob is the spell we are adjusting.
305 */ 284 */
306int 285int
307SP_level_dam_adjust (object *caster, object *spob) 286SP_level_dam_adjust (object *caster, object *spob)
308{ 287{
288 if (!spob->dam_modifier)
289 return 0;
290
309 int level = caster_level (caster, spob); 291 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob); 292 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj;
319} 293}
320 294
321/* Adjust the strength of the spell based on level. 295/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 296 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 297 * but instead looks at the level_modifier value.
324 */ 298 */
325int 299int
326SP_level_duration_adjust (object *caster, object *spob) 300SP_level_duration_adjust (object *caster, object *spob)
327{ 301{
302 if (!spob->duration_modifier)
303 return 0;
304
328 int level = caster_level (caster, spob); 305 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob); 306 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj;
339} 307}
340 308
341/* Adjust the strength of the spell based on level. 309/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 310 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 311 * but instead looks at the level_modifier value.
344 */ 312 */
345int 313int
346SP_level_range_adjust (object *caster, object *spob) 314SP_level_range_adjust (object *caster, object *spob)
347{ 315{
316 if (!spob->range_modifier)
317 return 0;
318
348 int level = caster_level (caster, spob); 319 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob); 320 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj;
359} 321}
360 322
361/* Checks to see if player knows the spell. If the name is the same 323/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 324 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 325 * returns 1 if they know the spell, 0 if they don't.
471 { 433 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 434 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 435 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 436 dir = 0;
475 } 437 }
476 new_op->x = op->x + freearr_x[dir]; 438
477 new_op->y = op->y + freearr_y[dir]; 439 SET_FLAG (new_op, FLAG_IDENTIFIED);
478 if (dir == 0) 440 op->map->insert (new_op,
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 441 op->x + freearr_x[dir], op->y + freearr_y[dir],
480 else 442 op,
481 insert_ob_in_map (new_op, op->map, op, 0); 443 dir ? 0 : INS_BELOW_ORIGINATOR);
444
482 return dir; 445 return dir;
483} 446}
484 447
485/* Returns true if it is ok to put spell *op on the space/may provided. 448/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 449 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 451 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 452 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 453 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 454 *
492 */ 455 */
493
494int 456int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 457ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 458{
497 object *tmp; 459 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; 460 return 0;
506 461
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 462 mapspace &ms = m->at (x, y);
463
464 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 465 return 0;
509 466
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 467 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 468 {
512 /* If there is a counterspell on the space, and this 469 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 470 * 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 471 * 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 472 * 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 473 * 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 474 * 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 475 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 476 * spell to actually hit the counterwall and be sucked up.
520 */ 477 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 478 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 479 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 480 && (tmp->type != PLAYER)
481 && (tmp->type != WEAPON)
482 && (tmp->type != BOW)
483 && (tmp->type != ARROW)
484 && (tmp->type != GOLEM)
485 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
486 // we special case floor here because there
487 // are sometimes spell effect floors
488 // which are used to inflict damage
489 // (and those shouldn't go away from
490 // sanctuary) see also: permanent lava
491 && (immune_stop & AT_MAGIC))
524 return 0; 492 return 0;
525 493
526 /* This is to prevent 'out of control' spells. Basically, this 494 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 495 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 496 * needed for performance reasons, and just for playability I believe.
538 * playability reasons. 506 * playability reasons.
539 */ 507 */
540 if (tmp->arch == op->arch 508 if (tmp->arch == op->arch
541 && tmp->type == op->type 509 && tmp->type == op->type
542 && tmp->subtype == op->subtype 510 && tmp->subtype == op->subtype
511 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 512 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 513 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 514 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 515 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 516 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 517 return 0;
550 519
551 /* Perhaps we should also put checks in for no magic and unholy 520 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 521 * ground to prevent it from moving along?
553 */ 522 */
554 } 523 }
524
555 /* If it passes the above tests, it must be OK */ 525 /* If it passes the above tests, it must be OK */
556 return 1; 526 return 1;
557} 527}
558 528
559/* fire_arch_from_position: fires an archetype. 529/* fire_arch_from_position: fires an archetype.
564 * dir: direction to fire in. 534 * dir: direction to fire in.
565 * spell: spell that is being fired. It uses other_arch for the archetype 535 * spell: spell that is being fired. It uses other_arch for the archetype
566 * to fire. 536 * to fire.
567 * returns 0 on failure, 1 on success. 537 * returns 0 on failure, 1 on success.
568 */ 538 */
569
570int 539int
571fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 540fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
572{ 541{
573 object *tmp; 542 object *tmp;
574 int mflags; 543 int mflags;
619 return 0; 588 return 0;
620 } 589 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 590 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 591 SET_ANIMATION (tmp, dir);
623 592
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 593 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 594 move_spell_effect (tmp);
628 595
629 return 1; 596 return 1;
630} 597}
631
632
633 598
634/***************************************************************************** 599/*****************************************************************************
635 * 600 *
636 * Code related to rods - perhaps better located in another file? 601 * Code related to rods - perhaps better located in another file?
637 * 602 *
638 ****************************************************************************/ 603 ****************************************************************************/
639
640void 604void
641regenerate_rod (object *rod) 605regenerate_rod (object *rod)
642{ 606{
643 if (rod->stats.hp < rod->stats.maxhp) 607 if (rod->stats.hp < rod->stats.maxhp)
644 { 608 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
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} 609}
651
652 610
653void 611void
654drain_rod_charge (object *rod) 612drain_rod_charge (object *rod)
655{ 613{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 614 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 615}
658
659
660
661 616
662/* this function is commonly used to find a friendly target for 617/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 618 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 619 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 620 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 621 * NULL if no good object.
667 */ 622 */
668
669object * 623object *
670find_target_for_friendly_spell (object *op, int dir) 624find_target_for_friendly_spell (object *op, int dir)
671{ 625{
672 object *tmp; 626 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 627
677 /* I don't really get this block - if op isn't a player or rune, 628 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 629 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 630 * The owner could very well be no where near op.
680 */ 631 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 638 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 639 tmp = op;
689 } 640 }
690 else 641 else
691 { 642 {
692 m = op->map; 643 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 644 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 645 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 646
647 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 648 ? m->at (x, y).player ()
649 : 0;
702 } 650 }
703 651
704 /* didn't find a player there, look in current square for a player */ 652 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 653 if (!tmp)
706 tmp = op->ms ().player (); 654 tmp = op->ms ().player ();
756 return freedir[i]; 704 return freedir[i];
757 } 705 }
758 return -1; /* flag for "keep going the way you were" */ 706 return -1; /* flag for "keep going the way you were" */
759} 707}
760 708
761
762
763/* put_a_monster: puts a monster named monstername near by 709/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 710 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 711 * also deals with multipart monsters properly.
766 */ 712 */
767
768void 713void
769put_a_monster (object *op, const char *monstername) 714put_a_monster (object *op, const char *monstername)
770{ 715{
771 object *tmp, *head = NULL, *prev = NULL; 716 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 717 archetype *at;
779 724
780 /* find a free square nearby 725 /* find a free square nearby
781 * first we check the closest square for free squares 726 * first we check the closest square for free squares
782 */ 727 */
783 728
784 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 729 dir = find_first_free_spot (at, op->map, op->x, op->y);
785 if (dir != -1) 730 if (dir != -1)
786 { 731 {
787 /* This is basically grabbed for generate monster. Fixed 971225 to 732 /* This is basically grabbed for generate monster. Fixed 971225 to
788 * insert multipart monsters properly 733 * insert multipart monsters properly
789 */ 734 */
735 //TODO: use expand_tail + ...
790 while (at != NULL) 736 while (at != NULL)
791 { 737 {
792 tmp = arch_to_object (at); 738 tmp = arch_to_object (at);
793 tmp->x = op->x + freearr_x[dir] + at->clone.x; 739 tmp->x = op->x + freearr_x[dir] + at->x;
794 tmp->y = op->y + freearr_y[dir] + at->clone.y; 740 tmp->y = op->y + freearr_y[dir] + at->y;
795 tmp->map = op->map; 741 tmp->map = op->map;
796 if (head) 742 if (head)
797 { 743 {
798 tmp->head = head; 744 tmp->head = head;
799 prev->more = tmp; 745 prev->more = tmp;
800 } 746 }
747
801 if (!head) 748 if (!head)
802 head = tmp; 749 head = tmp;
750
803 prev = tmp; 751 prev = tmp;
752
804 at = at->more; 753 at = (archetype *)at->more;
805 } 754 }
806 755
807 if (head->randomitems) 756 if (head->randomitems)
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 757 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 758
810 insert_ob_in_map (head, op->map, op, 0); 759 insert_ob_in_map (head, op->map, op, 0);
811 760
812 /* thought it'd be cool to insert a burnout, too. */ 761 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 762 op->map->insert (get_archetype ("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 } 763 }
819} 764}
820 765
821/* peterm: function which summons hostile monsters and 766/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 767 * places them in nearby squares.
849{ 794{
850 int attacktype; 795 int attacktype;
851 int face; 796 int face;
852} ATTACKS[22] = 797} ATTACKS[22] =
853{ 798{
854 {
855 AT_PHYSICAL, 0}, 799 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 800 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 801 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 802 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 803 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 804 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 805 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 806 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 807 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 808 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 809 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 810 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 811 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 812 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 813 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 814 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 815 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 816 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 817 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 818 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 819 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 820 { AT_FEAR, 10},
898 821};
899
900 822
901/* shuffle_attack: peterm 823/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 824 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 825 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 826 * chooses a face appropriate to the attack that is
1022 else 944 else
1023 { 945 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 946 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 947 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 948 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 949
1030 /* increase the area of destruction a little for more powerful spells */ 950 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 951 tmp->range += isqrt (power);
1032 952
1033 if (power > 25) 953 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 954 tmp->stats.dam = 25 + isqrt (power);
1035 else 955 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 956 tmp->stats.dam = power; /* nasty recoils! */
1037 957
1038 tmp->stats.maxhp = tmp->count; 958 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 959
960 tmp->insert_at (op);
1040 } 961 }
1041 } 962 }
1042} 963}
1043 964
1044int 965int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 966cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046{ 967{
1047 int success; 968 int success;
1048 player *pl;
1049 object *spell; 969 object *spell;
1050 970
1051 if (!spell_ob->other_arch) 971 if (!spell_ob->other_arch)
1052 { 972 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 973 LOG (llevError, "cast_party_spell: empty other arch\n");
1054 return 0; 974 return 0;
1055 } 975 }
976
1056 spell = arch_to_object (spell_ob->other_arch); 977 spell = arch_to_object (spell_ob->other_arch);
1057 978
1058 /* Always cast spell on caster */ 979 /* Always cast spell on caster */
1059 success = cast_spell (op, caster, dir, spell, stringarg); 980 success = cast_spell (op, caster, dir, spell, stringarg);
1060 981
1061 if (caster->contr->party == NULL) 982 if (caster->contr->party == NULL)
1062 { 983 {
1063 spell->remove (); 984 spell->remove ();
1064 return success; 985 return success;
1065 } 986 }
987
1066 for_all_players (pl) 988 for_all_players (pl)
1067 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 989 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1068 {
1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 990 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1070 } 991
1071 spell->remove (); 992 spell->remove ();
1072 return success; 993 return success;
1073} 994}
1074 995
1075/* This is where the main dispatch when someone casts a spell. 996/* This is where the main dispatch when someone casts a spell.
1097 * 1018 *
1098 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1019 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1099 * this function will decrease the mana/grace appropriately. For other 1020 * this function will decrease the mana/grace appropriately. For other
1100 * objects, the caller should do what it considers appropriate. 1021 * objects, the caller should do what it considers appropriate.
1101 */ 1022 */
1102
1103int 1023int
1104cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1024cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1105{ 1025{
1106 const char *godname; 1026 const char *godname;
1107 int success = 0, mflags, cast_level = 0, old_shoottype; 1027 int success = 0, cast_level = 0;
1108 object *skill = NULL; 1028 object *skill = NULL;
1109
1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 1029
1112 if (!spell_ob) 1030 if (!spell_ob)
1113 { 1031 {
1114 LOG (llevError, "cast_spell: null spell object passed\n"); 1032 LOG (llevError, "cast_spell: null spell object passed\n");
1115 return 0; 1033 return 0;
1144 * at least process that code. 1062 * at least process that code.
1145 */ 1063 */
1146 if (op->type == PLAYER && op == caster) 1064 if (op->type == PLAYER && op == caster)
1147 { 1065 {
1148 cast_level = caster_level (caster, spell_ob); 1066 cast_level = caster_level (caster, spell_ob);
1067
1149 if (spell_ob->skill) 1068 if (spell_ob->skill)
1150 { 1069 {
1151 skill = find_skill_by_name (op, spell_ob->skill); 1070 skill = find_skill_by_name (op, spell_ob->skill);
1071
1152 if (!skill) 1072 if (!skill)
1153 { 1073 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1074 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1155 return 0; 1075 return 0;
1156 } 1076 }
1077
1157 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1078 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1158 { 1079 {
1159 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1080 op->failmsg ("You lack enough skill to cast that spell!");
1160 return 0; 1081 return 0;
1161 } 1082 }
1162 } 1083 }
1084
1163 /* If the caster is the wiz, they don't ever fail, and don't have 1085 /* If the caster is the wiz, they don't ever fail, and don't have
1164 * to have sufficient grace/mana. 1086 * to have sufficient grace/mana.
1165 */ 1087 */
1166 if (!QUERY_FLAG (op, FLAG_WIZ)) 1088 if (!QUERY_FLAG (op, FLAG_WIZ))
1167 { 1089 {
1168 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1090 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1091 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1092 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1093 op->failmsg ("You don't have enough mana!");
1172 return 0; 1094 return 0;
1173 } 1095 }
1096
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1097 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1098 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1099 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1100 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1101 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1179 {
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1102 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1181 }
1182 else 1103 else
1183 { 1104 {
1184 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1105 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1106 op->failmsg (format ("%s ignores your prayer.", godname));
1186 return 0; 1107 return 0;
1187 } 1108 }
1188 } 1109 }
1189 1110
1190 /* player/monster is trying to cast the spell. might fumble it */ 1111 /* player/monster is trying to cast the spell. might fumble it */
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1112 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1113 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1114 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1115 op->contr->play_sound (sound_find ("fumble_spell"));
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1116 op->failmsg ("You fumble the prayer.");
1196 if (settings.casting_time == TRUE) 1117
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); 1118 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1119 return 0;
1202 } 1120 }
1203 else if (spell_ob->stats.sp) 1121 else if (spell_ob->stats.sp)
1204 { 1122 {
1205 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1123 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1206 1124
1207 if (failure < 0) 1125 if (failure < 0)
1208 { 1126 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1127 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1210 if (settings.spell_failure_effects == TRUE) 1128 if (settings.spell_failure_effects == TRUE)
1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1129 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1212 op->contr->shoottype = (rangetype) old_shoottype; 1130
1213 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1131 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1214 return 0; 1132 return 0;
1215 } 1133 }
1216 } 1134 }
1217 } 1135 }
1218 } 1136 }
1219 1137
1220 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1138 int mflags = op->ms ().flags ();
1221 1139
1222 /* See if we can cast a spell here. If the caster and op are 1140 /* See if we can cast a spell here. If the caster and op are
1223 * not alive, then this would mean that the mapmaker put the 1141 * not alive, then this would mean that the mapmaker put the
1224 * objects on the space - presume that they know what they are 1142 * objects on the space - presume that they know what they are
1225 * doing. 1143 * doing.
1226 */ 1144 */
1227 1145
1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1146 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229 { 1147 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1148 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1231 return 0; 1149 return 0;
1232 } 1150 }
1233 1151
1234 if ((spell_ob->type == SPELL) 1152 if ((spell_ob->type == SPELL)
1235 && (caster->type != POTION) 1153 && (caster->type != POTION)
1240 { 1158 {
1241 if (op->type != PLAYER) 1159 if (op->type != PLAYER)
1242 return 0; 1160 return 0;
1243 1161
1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1162 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); 1163 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1246 else 1164 else if (object *item = op->contr->ranged_ob)
1247 switch (op->contr->shoottype)
1248 { 1165 {
1249 case range_magic: 1166 if (item->type == SPELL)
1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1167 op->failmsg ("Something blocks your spellcasting.");
1251 break; 1168 else if (item->type == SCROLL)
1252 case range_misc: 1169 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 1170 else
1279 op->spellarg = NULL; 1171 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 } 1172 }
1288 else 1173 else
1289 { /* casting_time == 0 */ 1174 op->failmsg ("Something blocks the spell!");
1290 op->casting_time = -1; 1175
1291 spell_ob = op->spell; 1176 return 0;
1292 stringarg = op->spellarg;
1293 }
1294 }
1295 else
1296 { 1177 }
1178
1297 /* Take into account how long it takes to cast the spell. 1179 /* Take into account how long it takes to cast the spell.
1298 * if the player is casting it, then we use the time in 1180 * if the player is casting it, then we use the time in
1299 * the spell object. If it is a spell object, have it 1181 * the spell object. If it is a spell object, have it
1300 * take two ticks. Things that cast spells on the players 1182 * take two ticks. Things that cast spells on the players
1301 * behalf (eg, altars, and whatever else) shouldn't cost 1183 * behalf (eg, altars, and whatever else) shouldn't cost
1302 * the player any time. 1184 * the player any time.
1303 * Ignore casting time for firewalls 1185 * Ignore casting time for firewalls
1186 */
1187 if (caster == op && caster->type != FIREWALL)
1188 {
1189 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1190 /* Other portions of the code may also decrement the speed of the player, so
1191 * put a lower limit so that the player isn't stuck here too long
1304 */ 1192 */
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)) 1193 if ((spell_ob->casting_time > 0) && 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); 1194 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1313 } 1195 }
1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1196 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1315 {
1316 op->speed_left -= 2 * FABS (op->speed); 1197 op->speed_left -= 2 * FABS (op->speed);
1317 }
1318 }
1319 1198
1320 if (op->type == PLAYER && op == caster) 1199 if (op->type == PLAYER && op == caster)
1321 { 1200 {
1322 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1201 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1323 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1202 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1330 if (op != caster && !skill && caster->skill) 1209 if (op != caster && !skill && caster->skill)
1331 { 1210 {
1332 skill = find_skill_by_name (op, caster->skill); 1211 skill = find_skill_by_name (op, caster->skill);
1333 if (!skill) 1212 if (!skill)
1334 { 1213 {
1335 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1214 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1336 return 0; 1215 return 0;
1337 } 1216 }
1217
1338 change_skill (op, skill, 0); /* needed for proper exp credit */ 1218 op->change_skill (skill); /* needed for proper exp credit */
1339 } 1219 }
1220
1221 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1222 return RESULT_INT (0);
1340 1223
1341 switch (spell_ob->subtype) 1224 switch (spell_ob->subtype)
1342 { 1225 {
1343 /* The order of case statements is same as the order they show up 1226 /* The order of case statements is same as the order they show up
1344 * in in spells.h. 1227 * in in spells.h.
1345 */ 1228 */
1346 case SP_RAISE_DEAD: 1229 case SP_RAISE_DEAD:
1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1230 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1348 break; 1231 break;
1349 1232
1350 case SP_RUNE: 1233 case SP_RUNE:
1383 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1266 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1384 break; 1267 break;
1385 1268
1386 case SP_SUMMON_GOLEM: 1269 case SP_SUMMON_GOLEM:
1387 success = summon_golem (op, caster, dir, spell_ob); 1270 success = summon_golem (op, caster, dir, spell_ob);
1388 old_shoottype = range_golem;
1389 break; 1271 break;
1390 1272
1391 case SP_DIMENSION_DOOR: 1273 case SP_DIMENSION_DOOR:
1392 /* dimension door needs the actual caster, because that is what is 1274 /* dimension door needs the actual caster, because that is what is
1393 * moved. 1275 * moved.
1466#ifdef NO_POLYMORPH 1348#ifdef NO_POLYMORPH
1467 /* Not great, but at least provide feedback so if players do have 1349 /* Not great, but at least provide feedback so if players do have
1468 * polymorph (ie, find it as a preset item or left over from before 1350 * polymorph (ie, find it as a preset item or left over from before
1469 * it was disabled), they get some feedback. 1351 * it was disabled), they get some feedback.
1470 */ 1352 */
1471 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1353 op->failmsg ("The spell fizzles!");
1472 success = 0; 1354 success = 0;
1473#else 1355#else
1474 success = cast_polymorph (op, caster, spell_ob, dir); 1356 success = cast_polymorph (op, caster, spell_ob, dir);
1475#endif 1357#endif
1476 break; 1358 break;
1496 break; 1378 break;
1497 1379
1498 case SP_MOVING_BALL: 1380 case SP_MOVING_BALL:
1499 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1381 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1500 { 1382 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1383 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1502 success = 0; 1384 success = 0;
1503 } 1385 }
1504 else 1386 else
1505 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1387 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1506 break; 1388 break;
1526 success = cast_consecrate (op, caster, spell_ob); 1408 success = cast_consecrate (op, caster, spell_ob);
1527 break; 1409 break;
1528 1410
1529 case SP_ANIMATE_WEAPON: 1411 case SP_ANIMATE_WEAPON:
1530 success = animate_weapon (op, caster, spell_ob, dir); 1412 success = animate_weapon (op, caster, spell_ob, dir);
1531 old_shoottype = range_golem;
1532 break; 1413 break;
1533 1414
1534 case SP_LIGHT: 1415 case SP_LIGHT:
1535 success = cast_light (op, caster, spell_ob, dir); 1416 success = cast_light (op, caster, spell_ob, dir);
1536 break; 1417 break;
1549 1430
1550 case SP_AURA: 1431 case SP_AURA:
1551 success = create_aura (op, caster, spell_ob); 1432 success = create_aura (op, caster, spell_ob);
1552 break; 1433 break;
1553 1434
1554 case SP_TOWN_PORTAL:
1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1556 break;
1557
1558 case SP_PARTY_SPELL: 1435 case SP_PARTY_SPELL:
1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1560 break; 1437 break;
1561 1438
1562 default: 1439 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); 1440 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 { 1441 }
1575 free (stringarg); 1442
1576 stringarg = NULL; 1443 op->play_sound (
1577 } 1444 success
1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1445 ? spell_ob->sound
1579 * to something like use_magic_item, but you really want to be able to fire 1446 ? spell_ob->sound
1580 * it again. 1447 : sound_find ("spell_success")
1581 */ 1448 : sound_find ("fumble_spell")
1582 if (op->contr) 1449 );
1583 op->contr->shoottype = (rangetype) old_shoottype;
1584 1450
1585 return success; 1451 return success;
1586} 1452}
1587 1453
1588
1589/* This is called from time.c/process_object(). That function 1454/* This is called from time.c/process_object(). That function
1590 * calls this for any SPELL_EFFECT type objects. This function 1455 * calls this for any SPELL_EFFECT type objects. This function
1591 * then dispatches them to the appropriate specific routines. 1456 * then dispatches them to the appropriate specific routines.
1592 */ 1457 */
1593void 1458void
1594move_spell_effect (object *op) 1459move_spell_effect (object *op)
1595{ 1460{
1681 break; 1546 break;
1682 1547
1683 case SP_MOVING_BALL: 1548 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1549 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1550 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1551 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1552 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1553 break;
1689 } 1554 }
1690} 1555}
1556

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