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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.2 2006/08/15 16:19:55 elmex Exp $";
4 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30 25
31#include <global.h> 26#include <global.h>
32#include <spells.h> 27#include <spells.h>
33#include <object.h> 28#include <object.h>
34#include <errno.h> 29#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 30#include <sproto.h>
37#endif
38#include <sounds.h> 31#include <sounds.h>
39 32
40extern char *spell_mapping[]; 33extern char *spell_mapping[];
41 34
42/* This returns a random spell from 'ob'. If skill is set, then 35/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 36 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 37 * matching spells are used.
45 */ 38 */
39object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, const char *skill)
47{ 41{
48 int k=0,s; 42 int k = 0, s;
49 object *tmp; 43 object *tmp;
50 44
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 45 for (tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 46 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++;
53 48
54 /* No spells, no need to progess further */ 49 /* No spells, no need to progess further */
55 if (!k) return NULL; 50 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 51 return NULL;
52
53 s = RANDOM () % k;
54
55 for (tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s)
59 return tmp;
60 else
61 s--;
62 }
63 /* Should never get here, but just in case */
64 return NULL;
66} 65}
67 66
68/* Relatively simple function that gets used a lot. 67/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 68 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 69 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 70 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 71 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 72 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 73 * that object (use magic device).
75 */ 74 */
75void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 76set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 77{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 78 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 79 dest->skill = spob->skill;
81 else if (caster->skill) 80 else
82 dest->skill = add_refcount(caster->skill); 81 dest->skill = caster->skill;
83} 82}
84 83
85/* init_spells: This should really be called check_spells, as that 84/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any 85 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing 86 * 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 87 * 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. 88 * will result in it spitting out messages that aren't really errors.
90 */ 89 */
90void
91void init_spells(void) { 91init_spells (void)
92{
92#ifdef SPELL_DEBUG 93#ifdef SPELL_DEBUG
93 static int init_spells_done = 0; 94 static int init_spells_done = 0;
94 int i; 95 int i;
95 archetype *at; 96 archetype *at;
96 97
97 if (init_spells_done) 98 if (init_spells_done)
98 return; 99 return;
99 LOG(llevDebug, "Checking spells...\n"); 100 LOG (llevDebug, "Checking spells...\n");
100 101
101 for (at=first_archetype; at; at=at->next) { 102 for (at = first_archetype; at; at = at->next)
103 {
102 if (at->clone.type == SPELL) { 104 if (at->clone.type == SPELL)
105 {
103 if (at->clone.skill) { 106 if (at->clone.skill)
104 for (i=1; i<NUM_SKILLS; i++) 107 {
108 for (i = 1; i < NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break; 109 if (!strcmp (skill_names[i], at->clone.skill))
106 if (i==NUM_SKILLS) { 110 break;
111 if (i == NUM_SKILLS)
112 {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 } 114 }
109 } 115 }
110 /* other_arch is already checked for in the loader */ 116 /* other_arch is already checked for in the loader */
111 } 117 }
112 } 118 }
113 119
114 i=0; 120 i = 0;
115 while (spell_mapping[i]) { 121 while (spell_mapping[i])
122 {
116 if (!find_archetype(spell_mapping[i])) { 123 if (!archetype::find (spell_mapping[i]))
124 {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); 125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 } 126 }
119 i++; 127 i++;
120 } 128 }
121 LOG(llevDebug, "Checking spells completed.\n"); 129 LOG (llevDebug, "Checking spells completed.\n");
122#endif 130#endif
123} 131}
124 132
125/* Dumps all the spells - now also dumps skill associated with the spell. 133/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty 134 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around. 135 * minimal, but easy enough to keep around.
128 */ 136 */
137void
129void dump_spells(void) 138dump_spells (void)
130{ 139{
131 archetype *at; 140 archetype *at;
132 141
133 for (at=first_archetype; at; at=at->next) { 142 for (at = first_archetype; at; at = at->next)
143 {
134 if (at->clone.type == SPELL) { 144 if (at->clone.type == SPELL)
145 {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", 146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null", 147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
137 at->clone.skill?at->clone.skill:"null", at->clone.level); 148 }
138 }
139 } 149 }
140} 150}
141 151
142/* pretty basic function - basically just takes 152/* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map 153 * an object, sets the x,y, and calls insert_ob_in_map
144 */ 154 */
145 155void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 156spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 157{
149
150 if (spob->other_arch != NULL) { 158 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 159 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 160}
159 161
160/* 162/*
161 * This function takes a caster and spell and presents the 163 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell. 164 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled 165 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod 166 * spellpaths. Was called path_level_mod.
165 * 167 *
166 * caster is person casting hte spell. 168 * caster is person casting the spell.
167 * spell is the spell object. 169 * spell is the spell object.
168 * Returns modified level. 170 * Returns modified level.
169 */ 171 */
172int
170int min_casting_level(object *caster, object *spell) 173min_casting_level (object *caster, object *spell)
171{ 174{
172 int new_level; 175 int new_level;
173 176
174 if (caster->path_denied & spell->path_attuned) { 177 if (caster->path_denied & spell->path_attuned)
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1; 178 return 1;
183 } 179
184 new_level = spell->level 180 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188}
189 183
184 return max (1, new_level);
185}
190 186
191/* This function returns the effective level the spell 187/* This function returns the effective level the spell
192 * is being cast at. 188 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5. 189 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against 190 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4 191 * min_caster_level, so the difference is effectively 4
196 */ 192 */
197 193int
198int caster_level(object *caster, object *spell) 194caster_level (object *caster, object *spell)
199{ 195{
200 int level = caster->level; 196 int level = caster->level;
201 197
202 /* If this is a player, try to find the matching skill */ 198 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) { 199 if (caster->type == PLAYER && spell->skill)
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++) 200 for (int i = 0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] && 201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
208 caster->contr->last_skill_ob[i]->skill == spell->skill) { 202 {
209 level = caster->contr->last_skill_ob[i]->level; 203 level = caster->contr->last_skill_ob[i]->level;
210 break; 204 break;
211 } 205 }
212 }
213 206
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 209 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1; 211 int sk_level = skill ? skill->level : 1;
212
219 level = MIN (level, sk_level + level / 10 + 1); 213 level = MIN (level, sk_level + level / 10 + 1);
220 }
221 214 }
215
222 /* Got valid caster level. Now adjust for attunement */ 216 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 217 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 218 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
225 219
226 /* Always make this at least 1. If this is zero, we get divide by zero 220 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places. 221 * errors in various places.
228 */ 222 */
229 if (level < 1) level = 1; 223 return max (level, 1);
230 return level;
231} 224}
232 225
233/* The following function scales the spellpoint cost of 226/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 227 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 228 * lower level spells become incredibly vicious at high
240 * spell is the spell object. 233 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and 234 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher. 235 * mana. In that case, we return which ever value is higher.
243 */ 236 */
244 237
238sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 239SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 240{
247 int sp, grace, level = caster_level(caster, spell); 241 int sp, grace, level = caster_level (caster, spell);
248 242
249 if (settings.spellpoint_level_depend == TRUE) { 243 if (settings.spellpoint_level_depend == TRUE)
244 {
250 if (spell->stats.sp && spell->stats.maxsp) { 245 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 246 {
252 (1.0 + MAX(0, 247 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 248 }
254 } 249 else
255 else sp = spell->stats.sp; 250 sp = spell->stats.sp;
256 251
257 sp *= (int) PATH_SP_MULT(caster,spell); 252 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 253 if (!sp && spell->stats.sp)
254 sp = 1;
259 255
260 if (spell->stats.grace && spell->stats.maxgrace) { 256 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 257 {
262 (1.0 + MAX(0, 258 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 259 }
264 } 260 else
265 else grace = spell->stats.grace; 261 grace = spell->stats.grace;
266 262
267 grace *= (int) PATH_SP_MULT(caster,spell); 263 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 264 if (spell->stats.grace && !grace)
269 } else { 265 grace = 1;
266 }
267 else
268 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 270 if (spell->stats.sp && !sp)
271 sp = 1;
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 273 if (spell->stats.grace && !grace)
274 grace = 1;
274 } 275 }
275 if (flags == SPELL_HIGHEST) 276 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 277 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 278 else if (flags == SPELL_GRACE)
278 return grace; 279 return grace;
279 else if (flags == SPELL_MANA) 280 else if (flags == SPELL_MANA)
280 return sp; 281 return sp;
281 else { 282 else
283 {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 284 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 285 return 0;
284 } 286 }
285} 287}
286 288
287 289
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 290/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 291 * spob is the spell we are adjusting.
290 */ 292 */
293int
291int SP_level_dam_adjust(object *caster, object *spob) 294SP_level_dam_adjust (object *caster, object *spob)
292{ 295{
293 int level = caster_level (caster, spob); 296 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 297 int adj = level - min_casting_level (caster, spob);
295 298
296 if(adj < 0) adj=0; 299 if (adj < 0)
300 adj = 0;
297 if (spob->dam_modifier) 301 if (spob->dam_modifier)
298 adj/=spob->dam_modifier; 302 adj /= spob->dam_modifier;
299 else adj=0; 303 else
304 adj = 0;
300 return adj; 305 return adj;
301} 306}
302 307
303/* Adjust the strength of the spell based on level. 308/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 309 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 310 * but instead looks at the level_modifier value.
306 */ 311 */
312int
307int SP_level_duration_adjust(object *caster, object *spob) 313SP_level_duration_adjust (object *caster, object *spob)
308{ 314{
309 int level = caster_level (caster, spob); 315 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 316 int adj = level - min_casting_level (caster, spob);
311 317
312 if(adj < 0) adj=0; 318 if (adj < 0)
319 adj = 0;
313 if(spob->duration_modifier) 320 if (spob->duration_modifier)
314 adj/=spob->duration_modifier; 321 adj /= spob->duration_modifier;
315 else adj=0; 322 else
323 adj = 0;
316 324
317 return adj; 325 return adj;
318} 326}
319 327
320/* Adjust the strength of the spell based on level. 328/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 329 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 330 * but instead looks at the level_modifier value.
323 */ 331 */
332int
324int SP_level_range_adjust(object *caster, object *spob) 333SP_level_range_adjust (object *caster, object *spob)
325{ 334{
326 int level = caster_level (caster, spob); 335 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 336 int adj = level - min_casting_level (caster, spob);
328 337
329 if(adj < 0) adj=0; 338 if (adj < 0)
339 adj = 0;
330 if(spob->range_modifier) 340 if (spob->range_modifier)
331 adj/=spob->range_modifier; 341 adj /= spob->range_modifier;
332 else adj=0; 342 else
343 adj = 0;
333 344
334 return adj; 345 return adj;
335} 346}
336 347
337/* Checks to see if player knows the spell. If the name is the same 348/* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it. 349 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't. 350 * returns 1 if they know the spell, 0 if they don't.
340 */ 351 */
352object *
341object *check_spell_known (object *op, const char *name) 353check_spell_known (object *op, const char *name)
342{ 354{
343 object *spop; 355 object *spop;
344 356
345 for (spop=op->inv; spop; spop=spop->below) 357 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 358 if (spop->type == SPELL && !strcmp (spop->name, name))
359 return spop;
347 360
348 return NULL; 361 return NULL;
349} 362}
350 363
351 364
352/* 365/*
353 * Look at object 'op' and see if they know the spell 366 * Look at object 'op' and see if they know the spell
356 * returns the matching spell object, or NULL. 369 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 370 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 371 * exact match, we also return NULL.
359 */ 372 */
360 373
374object *
361object *lookup_spell_by_name(object *op,const char *spname) { 375lookup_spell_by_name (object *op, const char *spname)
376{
362 object *spob1=NULL, *spob2=NULL, *spob; 377 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 378 int nummatch = 0;
364 379
365 if(spname==NULL) return NULL; 380 if (spname == NULL)
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL; 381 return NULL;
382
383 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name.
386 */
387 for (spob = op->inv; spob; spob = spob->below)
388 {
389 if (spob->type == SPELL)
390 {
391 if (!strncmp (spob->name, spname, strlen (spname)))
392 {
393 nummatch++;
394 spob1 = spob;
395 }
396 else if (!strncmp (spob->name, spname, strlen (spob->name)))
397 {
398 /* if spells have ambiguous names, it makes matching
399 * really difficult. (eg, fire and fireball would
400 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion.
402 */
403 if (spob2)
404 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
405 spob2 = spob;
406 }
407 }
408 }
409 /* if we have best match, return it. Otherwise, if we have one match
410 * on the loser match, return that, otehrwise null
411 */
412 if (spob2)
413 return spob2;
414 if (spob1 && nummatch == 1)
415 return spob1;
416 return NULL;
395} 417}
396 418
397/* reflwall - decides weither the (spell-)object sp_op will 419/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 420 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 421 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 422 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 423 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 424 * eg, updated for tiled maps.
403 */ 425 */
426int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 427reflwall (maptile *m, int x, int y, object *sp_op)
428{
405 object *op; 429 object *op;
406 430
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 431 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 432 return 0;
433 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
435 && (!QUERY_FLAG (op, FLAG_ALIVE)
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1;
438
439 return 0;
414} 440}
415 441
416/* cast_create_object: creates object new_op in direction dir 442/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 443 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 444 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 445 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 446 * returns the direction that the object was actually placed
421 * in. 447 * in.
422 */ 448 */
449int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 450cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 451{
425 mapstruct *m; 452 maptile *m;
426 sint16 sx, sy; 453 sint16 sx, sy;
427 454
428 if(dir && 455 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 456 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 457 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
458 {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
433 dir = 0; 461 dir = 0;
434 } 462 }
435 new_op->x=op->x+freearr_x[dir]; 463
436 new_op->y=op->y+freearr_y[dir]; 464 op->map->insert (new_op,
437 if (dir == 0) 465 op->x + freearr_x[dir], op->y + freearr_y[dir],
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 466 op,
439 else 467 dir ? 0 : INS_BELOW_ORIGINATOR);
440 insert_ob_in_map(new_op,op->map,op,0); 468
441 return dir; 469 return dir;
442} 470}
443 471
444/* Returns true if it is ok to put spell *op on the space/may provided. 472/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 473 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 474 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop 476 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell. 477 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 * 478 *
451 */ 479 */
452 480int
453int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 481ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
454 object *tmp; 482{
455 int mflags; 483 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 484 return 0;
490 485
486 mapspace &ms = m->at (x, y);
487
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0;
490
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
492 {
493 /* If there is a counterspell on the space, and this
494 * object is using magic, don't progress. I believe we could
495 * leave this out and let in progress, and other areas of the code
496 * will then remove it, but that would seem to to use more
497 * resources, and may not work as well if a player is standing
498 * on top of a counterwall spell (may hit the player before being
499 * removed.) On the other hand, it may be more dramatic for the
500 * spell to actually hit the counterwall and be sucked up.
501 */
502 if ((tmp->attacktype & AT_COUNTERSPELL)
503 && !QUERY_FLAG (tmp, FLAG_MONSTER)
504 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON)
506 && (tmp->type != BOW)
507 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
510 // we special case floor here because there
511 // are sometimes spell effect floors
512 // which are used to inflict damage
513 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC))
516 return 0;
517
518 /* This is to prevent 'out of control' spells. Basically, this
519 * limits one spell effect per space per spell. This is definately
520 * needed for performance reasons, and just for playability I believe.
521 * there are no such things as multispaced spells right now, so
522 * we don't need to worry about the head.
523 */
524 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525 return 0;
526
491 /* 527 /*
492 * Combine similar spell effects into one spell effect. Needed for 528 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 529 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 530 * playability reasons.
495 */ 531 */
496 if (tmp->arch == op->arch 532 if (tmp->arch == op->arch
497 && tmp->type == op->type 533 && tmp->type == op->type
498 && tmp->subtype == op->subtype 534 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 535 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION) 536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) { 537 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 539 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 540 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 541 return 0;
507 } 542 }
508 543
509 /* Perhaps we should also put checks in for no magic and unholy 544 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 545 * ground to prevent it from moving along?
511 */ 546 */
512 } 547 }
548
513 /* If it passes the above tests, it must be OK */ 549 /* If it passes the above tests, it must be OK */
514 return 1; 550 return 1;
515} 551}
516 552
517/* fire_arch_from_position: fires an archetype. 553/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 554 * op: person firing the object.
519 * caster: object casting the spell. 555 * caster: object casting the spell.
522 * dir: direction to fire in. 558 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype 559 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire. 560 * to fire.
525 * returns 0 on failure, 1 on success. 561 * returns 0 on failure, 1 on success.
526 */ 562 */
527 563
564int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 566{
531 object *tmp; 567 object *tmp;
532 int mflags; 568 int mflags;
533 mapstruct *m; 569 maptile *m;
534 570
535 if(spell->other_arch==NULL) 571 if (spell->other_arch == NULL)
536 return 0; 572 return 0;
537 573
538 m = op->map; 574 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 575 mflags = get_map_flags (m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) { 576 if (mflags & P_OUT_OF_MAP)
541 return 0;
542 } 577 {
578 return 0;
579 }
543 580
544 tmp=arch_to_object(spell->other_arch); 581 tmp = arch_to_object (spell->other_arch);
545 582
546 if(tmp==NULL) 583 if (tmp == NULL)
547 return 0; 584 return 0;
548 585
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { 586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp); 589 tmp->destroy ();
552 return 0; 590 return 0;
553 } 591 }
554 592
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 593 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 595 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 596 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 597 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 598 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 599 tmp->x = x;
564 tmp->y=y; 600 tmp->y = y;
565 tmp->direction=dir; 601 tmp->direction = dir;
566 if (get_owner (op) != NULL) 602 if (op->owner != NULL)
567 copy_owner (tmp, op); 603 tmp->set_owner (op);
568 else 604 else
569 set_owner (tmp, op); 605 tmp->set_owner (op);
570 tmp->level = caster_level (caster, spell); 606 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 607 set_spell_skill (op, caster, spell, tmp);
572 608
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0;
576 } 611 {
612 if (!tailor_god_spell (tmp, op))
613 return 0;
614 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 616 SET_ANIMATION (tmp, dir);
579 617
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 618 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
581 return 1;
582
583 move_spell_effect(tmp); 619 move_spell_effect (tmp);
584 620
585 return 1; 621 return 1;
586} 622}
587
588
589 623
590/***************************************************************************** 624/*****************************************************************************
591 * 625 *
592 * Code related to rods - perhaps better located in another file? 626 * Code related to rods - perhaps better located in another file?
593 * 627 *
594 ****************************************************************************/ 628 ****************************************************************************/
595 629void
596void regenerate_rod(object *rod) { 630regenerate_rod (object *rod)
631{
597 if (rod->stats.hp < rod->stats.maxhp) { 632 if (rod->stats.hp < rod->stats.maxhp)
633 {
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
599 635
600 if (rod->stats.hp > rod->stats.maxhp) 636 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp; 637 rod->stats.hp = rod->stats.maxhp;
602 } 638 }
603} 639}
604 640
605 641
642void
606void drain_rod_charge(object *rod) { 643drain_rod_charge (object *rod)
644{
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
608} 646}
609
610
611
612 647
613/* this function is commonly used to find a friendly target for 648/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 649 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player), 650 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or 651 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object. 652 * NULL if no good object.
618 */ 653 */
619 654object *
620object *find_target_for_friendly_spell(object *op,int dir) { 655find_target_for_friendly_spell (object *op, int dir)
656{
621 object *tmp; 657 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 658
626 /* I don't really get this block - if op isn't a player or rune, 659 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 660 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 661 * The owner could very well be no where near op.
629 */ 662 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 663 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 664 {
665 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 666 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 667 * to the caster.
634 */ 668 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
670 tmp = op;
671 }
672 else
636 } 673 {
637 else { 674 maptile *m = op->map;
638 m = op->map; 675 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 676 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 677
641 678 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 679 ? m->at (x, y).player ()
643 680 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 681 }
682
652 /* didn't find a player there, look in current square for a player */ 683 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 684 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 685 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 686
670 return tmp; 687 return tmp;
671} 688}
672 689
673 690
674 691
675/* raytrace: 692/* raytrace:
682 * It returns the direction toward the first/closest live object if it finds 699 * It returns the direction toward the first/closest live object if it finds
683 * any, otherwise -1. 700 * any, otherwise -1.
684 * note that exclude can be NULL, in which case all bets are off. 701 * note that exclude can be NULL, in which case all bets are off.
685 */ 702 */
686 703
704int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 705spell_find_dir (maptile *m, int x, int y, object *exclude)
706{
688 int i,max=SIZEOFFREE; 707 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 708 sint16 nx, ny;
690 int owner_type=0, mflags; 709 int owner_type = 0, mflags;
691 object *tmp; 710 object *tmp;
692 mapstruct *mp; 711 maptile *mp;
693 712
694 if (exclude && exclude->head) 713 if (exclude && exclude->head)
695 exclude = exclude->head; 714 exclude = exclude->head;
696 if (exclude && exclude->type) 715 if (exclude && exclude->type)
697 owner_type = exclude->type; 716 owner_type = exclude->type;
698 717
699 for(i=rndm(1, 8);i<max;i++) { 718 for (i = rndm (1, 8); i < max; i++)
719 {
700 nx = x + freearr_x[i]; 720 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 721 ny = y + freearr_y[i];
702 mp = m; 722 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 723 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 724 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
725 continue;
705 726
706 tmp=get_map_ob(mp,nx,ny); 727 tmp = GET_MAP_OB (mp, nx, ny);
707 728
708 while(tmp!=NULL && (((owner_type==PLAYER && 729 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 730 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 731 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 732 tmp = tmp->above;
713 733
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 734 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 735 return freedir[i];
716 } 736 }
717 return -1; /* flag for "keep going the way you were" */ 737 return -1; /* flag for "keep going the way you were" */
718} 738}
719 739
720 740
721 741
722/* put_a_monster: puts a monster named monstername near by 742/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 743 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 744 * also deals with multipart monsters properly.
725 */ 745 */
726 746
747void
727void put_a_monster(object *op,const char *monstername) { 748put_a_monster (object *op, const char *monstername)
749{
728 object *tmp,*head=NULL,*prev=NULL; 750 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 751 archetype *at;
730 int dir; 752 int dir;
731 753
732 /* Handle cases where we are passed a bogus mosntername */ 754 /* Handle cases where we are passed a bogus mosntername */
733 755
734 if((at=find_archetype(monstername))==NULL) return; 756 if ((at = archetype::find (monstername)) == NULL)
757 return;
735 758
736 /* find a free square nearby 759 /* find a free square nearby
737 * first we check the closest square for free squares 760 * first we check the closest square for free squares
738 */ 761 */
739 762
740 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
741 if(dir!=-1) { 764 if (dir != -1)
765 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 766 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 767 * insert multipart monsters properly
744 */ 768 */
745 while (at!=NULL) { 769 while (at != NULL)
770 {
746 tmp=arch_to_object(at); 771 tmp = arch_to_object (at);
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 772 tmp->x = op->x + freearr_x[dir] + at->clone.x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 773 tmp->y = op->y + freearr_y[dir] + at->clone.y;
749 tmp->map = op->map; 774 tmp->map = op->map;
750 if (head) { 775 if (head)
751 tmp->head=head; 776 {
752 prev->more=tmp; 777 tmp->head = head;
753 } 778 prev->more = tmp;
754 if (!head) head=tmp; 779 }
755 prev=tmp; 780 if (!head)
781 head = tmp;
782 prev = tmp;
756 at=at->more; 783 at = at->more;
757 } 784 }
758 785
759 if (head->randomitems) 786 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 788
762 insert_ob_in_map(head,op->map,op,0); 789 insert_ob_in_map (head, op->map, op, 0);
763 790
764 /* thought it'd be cool to insert a burnout, too.*/ 791 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
766 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0);
770 } 793 }
771} 794}
772 795
773/* peterm: function which summons hostile monsters and 796/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 797 * places them in nearby squares.
782 * use to call this, but best I can tell, that spell/ability was 805 * use to call this, but best I can tell, that spell/ability was
783 * never used. This is however used by various failures on the 806 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 807 * players part (alchemy, reincarnation, etc)
785 */ 808 */
786 809
810int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 811summon_hostile_monsters (object *op, int n, const char *monstername)
812{
788 int i; 813 int i;
814
789 for(i=0;i<n;i++) 815 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 816 put_a_monster (op, monstername);
791 817
792 return n; 818 return n;
793} 819}
794 820
795 821
796/* Some local definitions for shuffle-attack */ 822/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 823struct attacktype_shuffle
824{
798 int attacktype; 825 int attacktype;
799 int face; 826 int face;
800 } ATTACKS[22] = { 827} ATTACKS[22] =
828{
829 {
801 {AT_PHYSICAL,0}, 830 AT_PHYSICAL, 0},
831 {
802 {AT_PHYSICAL,0}, /*face = explosion*/ 832 AT_PHYSICAL, 0}, /*face = explosion */
833 {
803 {AT_PHYSICAL,0}, 834 AT_PHYSICAL, 0},
835 {
804 {AT_MAGIC,1}, 836 AT_MAGIC, 1},
837 {
805 {AT_MAGIC,1}, /* face = last-burnout */ 838 AT_MAGIC, 1}, /* face = last-burnout */
839 {
806 {AT_MAGIC,1}, 840 AT_MAGIC, 1},
841 {
807 {AT_FIRE,2}, 842 AT_FIRE, 2},
843 {
808 {AT_FIRE,2}, /* face = fire.... */ 844 AT_FIRE, 2}, /* face = fire.... */
845 {
809 {AT_FIRE,2}, 846 AT_FIRE, 2},
847 {
810 {AT_ELECTRICITY,3}, 848 AT_ELECTRICITY, 3},
849 {
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 850 AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
812 {AT_ELECTRICITY,3}, 852 AT_ELECTRICITY, 3},
813 {AT_COLD,4}, 853 {
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 854 AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4},
859 {
816 {AT_CONFUSION,5}, 860 AT_CONFUSION, 5},
861 {
817 {AT_POISON,7}, 862 AT_POISON, 7},
863 {
818 {AT_POISON,7}, /* face = acid sphere. generator */ 864 AT_POISON, 7}, /* face = acid sphere. generator */
865 {
819 {AT_POISON,7}, /* poisoncloud face */ 866 AT_POISON, 7}, /* poisoncloud face */
867 {
820 {AT_SLOW,8}, 868 AT_SLOW, 8},
869 {
821 {AT_PARALYZE,9}, 870 AT_PARALYZE, 9},
871 {
822 {AT_FEAR,10} }; 872AT_FEAR, 10}};
823 873
824 874
825 875
826/* shuffle_attack: peterm 876/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 877 * This routine shuffles the attack of op to one of the
837 * would be nice. 887 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 888 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 889 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 890 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 891 */
892void
842void shuffle_attack(object *op,int change_face) 893shuffle_attack (object *op, int change_face)
843{ 894{
844 int i; 895 int i;
896
845 i=rndm(0, 21); 897 i = rndm (0, 21);
846 898
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 899 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 900
849 if(change_face) { 901 if (change_face)
902 {
850 SET_ANIMATION(op, ATTACKS[i].face); 903 SET_ANIMATION (op, ATTACKS[i].face);
851 } 904 }
852} 905}
853 906
854 907
855/* prayer_failure: This is called when a player fails 908/* prayer_failure: This is called when a player fails
857 * op is the player. 910 * op is the player.
858 * failure is basically how much grace they had. 911 * failure is basically how much grace they had.
859 * power is how much grace the spell would normally take to cast. 912 * power is how much grace the spell would normally take to cast.
860 */ 913 */
861 914
915void
862void prayer_failure(object *op, int failure,int power) 916prayer_failure (object *op, int failure, int power)
863{ 917{
864 const char *godname; 918 const char *godname;
865 object *tmp; 919 object *tmp;
866 920
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 921 if (!strcmp ((godname = determine_god (op)), "none"))
922 godname = "Your spirit";
868 923
869 if(failure<= -20 && failure > -40) /* wonder */ 924 if (failure <= -20 && failure > -40) /* wonder */
870 { 925 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 926 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype(SPELL_WONDER); 927 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 928 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 929 tmp->destroy ();
875 } 930 }
876 931
877 else if (failure <= -40 && failure > -60) /* confusion */ 932 else if (failure <= -40 && failure > -60) /* confusion */
878 { 933 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 934 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player(op,op,99); 935 confuse_player (op, op, 99);
881 } 936 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 937 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 938 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 939 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
885 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 940 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player(op,op,99); 941 paralyze_player (op, op, 99);
887 } 942 }
888 else if (failure <= -150) /* blast the immediate area */ 943 else if (failure <= -150) /* blast the immediate area */
889 { 944 {
890 tmp = get_archetype(GOD_POWER); 945 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 946 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm(op,tmp, power); 947 cast_magic_storm (op, tmp, power);
893 } 948 }
894} 949}
895 950
896/* 951/*
897 * spell_failure() handles the various effects for differing degrees 952 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 955 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell. 956 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell. 957 * skill is the skill you'd need to cast the spell.
903 */ 958 */
904 959
960void
905void spell_failure(object *op, int failure,int power, object *skill) 961spell_failure (object *op, int failure, int power, object *skill)
906{ 962{
907 object *tmp; 963 object *tmp;
908 964
909 if (settings.spell_failure_effects == FALSE) 965 if (settings.spell_failure_effects == FALSE)
910 return; 966 return;
911 967
912 if (failure<=-20 && failure > -40) /* wonder */ 968 if (failure <= -20 && failure > -40) /* wonder */
913 { 969 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 970 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 971 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 972 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 973 tmp->destroy ();
918 } 974 }
919 975
920 else if (failure <= -40 && failure > -60) /* confusion */ 976 else if (failure <= -40 && failure > -60) /* confusion */
921 { 977 {
922 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 978 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923 confuse_player(op,op,99); 979 confuse_player (op, op, 99);
924 } 980 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 981 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 982 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 983 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 984 paralyze_player (op, op, 99);
929 } 985 }
930 else if (failure <= -80) /* blast the immediate area */ 986 else if (failure <= -80) /* blast the immediate area */
931 { 987 {
932 object *tmp; 988 object *tmp;
989
933 /* Safety check to make sure we don't get any mana storms in scorn */ 990 /* Safety check to make sure we don't get any mana storms in scorn */
934 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 991 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 992 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 993 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 994 hit_player (op, 9998, op, AT_INTERNAL, 1);
967 }
968 spell = arch_to_object( spell_ob->other_arch );
969 995
970 /* Always cast spell on caster */ 996 }
971 success = cast_spell( op, caster, dir, spell, stringarg ); 997 else
972
973 if ( caster->contr->party == NULL )
974 { 998 {
975 remove_ob( spell ); 999 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1000 tmp = get_archetype (LOOSE_MANA);
1001 tmp->level = skill->level;
1002
1003 /* increase the area of destruction a little for more powerful spells */
1004 tmp->range += isqrt (power);
1005
1006 if (power > 25)
1007 tmp->stats.dam = 25 + isqrt (power);
1008 else
1009 tmp->stats.dam = power; /* nasty recoils! */
1010
1011 tmp->stats.maxhp = tmp->count;
1012
1013 tmp->insert_at (op);
1014 }
1015 }
1016}
1017
1018int
1019cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1020{
1021 int success;
1022 object *spell;
1023
1024 if (!spell_ob->other_arch)
1025 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0;
1028 }
1029 spell = arch_to_object (spell_ob->other_arch);
1030
1031 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg);
1033
1034 if (caster->contr->party == NULL)
1035 {
1036 spell->remove ();
976 return success; 1037 return success;
977 } 1038 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 1039 for_all_players (pl)
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
980 { 1041 {
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
982 } 1043 }
983 remove_ob( spell ); 1044 spell->remove ();
984 return success; 1045 return success;
985 } 1046}
986 1047
987/* This is where the main dispatch when someone casts a spell. 1048/* This is where the main dispatch when someone casts a spell.
988 * 1049 *
989 * op is the creature that is owner of the object that is casting the spell - 1050 * op is the creature that is owner of the object that is casting the spell -
990 * eg, the player or monster. 1051 * eg, the player or monster.
1010 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1071 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1011 * this function will decrease the mana/grace appropriately. For other 1072 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 1073 * objects, the caller should do what it considers appropriate.
1013 */ 1074 */
1014 1075
1076int
1015int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1016 1078{
1017 const char *godname; 1079 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 1080 int success = 0, mflags, cast_level = 0, old_shoottype;
1019 object *skill=NULL; 1081 object *skill = NULL;
1020 1082
1021 old_shoottype = op->contr ? op->contr->shoottype : 0; 1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022 1084
1023 if (!spell_ob) { 1085 if (!spell_ob)
1086 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 1087 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 1088 return 0;
1026 } 1089 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 1090
1091 if (!strcmp ((godname = determine_god (op)), "none"))
1092 godname = "A random spirit";
1093
1029 /* the caller should set caster to op if appropriate */ 1094 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 1095 if (!caster)
1096 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 1097 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 1098 return 0;
1033 } 1099 }
1034 1100
1035 /* if caster is a spell casting object, this normally shouldn't be 1101 /* if caster is a spell casting object, this normally shouldn't be
1036 * an issue, because they don't have any spellpaths set up. 1102 * an issue, because they don't have any spellpaths set up.
1037 */ 1103 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 1104 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1105 {
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 1106 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1040 return 0; 1107 return 0;
1041 } 1108 }
1042 1109
1043 /* if it is a player casting the spell, and they are really casting it 1110 /* if it is a player casting the spell, and they are really casting it
1044 * (vs it coming from a wand, scroll, or whatever else), do some 1111 * (vs it coming from a wand, scroll, or whatever else), do some
1045 * checks. We let monsters do special things - eg, they 1112 * checks. We let monsters do special things - eg, they
1046 * don't need the skill, bypass level checks, etc. The monster function 1113 * don't need the skill, bypass level checks, etc. The monster function
1047 * should take care of that. 1114 * should take care of that.
1048 * Remove the wiz check here and move it further down - some spells 1115 * Remove the wiz check here and move it further down - some spells
1049 * need to have the right skill pointer passed, so we need to 1116 * need to have the right skill pointer passed, so we need to
1050 * at least process that code. 1117 * at least process that code.
1051 */ 1118 */
1052 if (op->type == PLAYER && op == caster) { 1119 if (op->type == PLAYER && op == caster)
1120 {
1053 cast_level = caster_level(caster, spell_ob); 1121 cast_level = caster_level (caster, spell_ob);
1054 if (spell_ob->skill) { 1122 if (spell_ob->skill)
1123 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 1124 skill = find_skill_by_name (op, spell_ob->skill);
1056 if (!skill) { 1125 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1058 spell_ob->skill, spell_ob->name);
1059 return 0;
1060 }
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1063 return 0;
1064 }
1065 }
1066 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana.
1068 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1073 return 0;
1074 }
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1086 return 0;
1087 }
1088 }
1089
1090 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1095 if (settings.casting_time == TRUE) {
1096 op->casting_time = -1;
1097 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0;
1100 } else if (spell_ob->stats.sp) {
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1102 op->contr->encumbrance +op->level - spell_ob->level +35;
1103
1104 if( failure < 0) {
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure,
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0;
1113 }
1114 }
1115 }
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1119
1120 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are
1123 * doing.
1124 */
1125 if (spell_ob->type == SPELL
1126 && (mflags & P_SAFE_MAP || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1127 && !QUERY_FLAG(op, FLAG_WIZCAST)
1128 && (QUERY_FLAG(caster, FLAG_ALIVE)
1129 || QUERY_FLAG(op, FLAG_ALIVE))
1130 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1131 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1132 {
1133 if (op->type!=PLAYER)
1134 return 0;
1135
1136 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1137 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1138 else if (mflags & P_SAFE_MAP)
1139 new_draw_info(NDI_UNIQUE, 0,op,
1140 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1141 else
1142 switch(op->contr->shoottype)
1143 { 1126 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1128 return 0;
1129 }
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1133 return 0;
1134 }
1135 }
1136 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana.
1138 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1143 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1145 return 0;
1146 }
1147
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150 {
1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1152 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1153 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1155 }
1156 else
1157 {
1158 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1160 return 0;
1161 }
1162 }
1163
1164 /* player/monster is trying to cast the spell. might fumble it */
1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173
1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0;
1176 }
1177 else if (spell_ob->stats.sp)
1178 {
1179 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180
1181 if (failure < 0)
1182 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1184 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype;
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0;
1189 }
1190 }
1191 }
1192 }
1193
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1195
1196 /* See if we can cast a spell here. If the caster and op are
1197 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are
1199 * doing.
1200 */
1201
1202 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1205 return 0;
1206 }
1207
1208 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION)
1210 && !QUERY_FLAG (op, FLAG_WIZCAST)
1211 && (QUERY_FLAG (caster, FLAG_ALIVE)
1212 || QUERY_FLAG (op, FLAG_ALIVE))
1213 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1214 {
1215 if (op->type != PLAYER)
1216 return 0;
1217
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1220 else
1221 switch (op->contr->shoottype)
1222 {
1144 case range_magic: 1223 case range_magic:
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1146 break; 1225 break;
1147 case range_misc: 1226 case range_misc:
1148 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1149 break; 1228 break;
1150 case range_golem: 1229 case range_golem:
1151 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1152 break; 1231 break;
1153 default: 1232 default:
1154 break; 1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1155 } 1251 }
1156 return 0; 1252 else
1253 op->spellarg = NULL;
1254 return 0;
1157 } 1255 }
1158 1256 else if (op->casting_time != 0)
1159 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1257 {
1160 if (op->casting_time==-1) { /* begin the casting */ 1258 if (op->type == PLAYER)
1161 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1162 op->spell = spell_ob; 1260 return 0;
1163 /* put the stringarg into the object struct so that when the 1261 }
1164 * spell is actually cast, it knows about the stringarg. 1262 else
1165 * necessary for the invoke command spells. 1263 { /* casting_time == 0 */
1166 */ 1264 op->casting_time = -1;
1167 if(stringarg) { 1265 spell_ob = op->spell;
1168 op->spellarg = strdup_local(stringarg); 1266 stringarg = op->spellarg;
1267 }
1169 } 1268 }
1170 else op->spellarg=NULL; 1269 else
1171 return 0; 1270 {
1172 }
1173 else if (op->casting_time != 0) {
1174 if (op->type == PLAYER )
1175 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1176 return 0;
1177 } else { /* casting_time == 0 */
1178 op->casting_time = -1;
1179 spell_ob = op->spell;
1180 stringarg = op->spellarg;
1181 }
1182 } else {
1183 /* Take into account how long it takes to cast the spell. 1271 /* Take into account how long it takes to cast the spell.
1184 * if the player is casting it, then we use the time in 1272 * if the player is casting it, then we use the time in
1185 * the spell object. If it is a spell object, have it 1273 * the spell object. If it is a spell object, have it
1186 * take two ticks. Things that cast spells on the players 1274 * take two ticks. Things that cast spells on the players
1187 * behalf (eg, altars, and whatever else) shouldn't cost 1275 * behalf (eg, altars, and whatever else) shouldn't cost
1188 * the player any time. 1276 * the player any time.
1189 * Ignore casting time for firewalls 1277 * Ignore casting time for firewalls
1190 */ 1278 */
1191 if (caster == op && caster->type != FIREWALL) { 1279 if (caster == op && caster->type != FIREWALL)
1280 {
1192 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1193 /* Other portions of the code may also decrement the speed of the player, so 1282 /* Other portions of the code may also decrement the speed of the player, so
1194 * put a lower limit so that the player isn't stuck here too long 1283 * put a lower limit so that the player isn't stuck here too long
1195 */ 1284 */
1196 if ((spell_ob->casting_time > 0) &&
1197 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1285 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1198 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1286 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1199 } else if (caster->type == WAND || caster->type == HORN || 1287 }
1200 caster->type == ROD || caster->type == POTION || 1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1201 caster->type == SCROLL) { 1289 {
1202 op->speed_left -= 2 * FABS(op->speed); 1290 op->speed_left -= 2 * FABS (op->speed);
1203 } 1291 }
1204 } 1292 }
1205 1293
1206 if (op->type == PLAYER && op == caster) { 1294 if (op->type == PLAYER && op == caster)
1295 {
1207 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1208 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1297 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1209 } 1298 }
1210 1299
1211 /* We want to try to find the skill to properly credit exp. 1300 /* We want to try to find the skill to properly credit exp.
1212 * for spell casting objects, the exp goes to the skill the casting 1301 * for spell casting objects, the exp goes to the skill the casting
1213 * object requires. 1302 * object requires.
1214 */ 1303 */
1215 if (op != caster && !skill && caster->skill) { 1304 if (op != caster && !skill && caster->skill)
1305 {
1216 skill = find_skill_by_name(op, caster->skill); 1306 skill = find_skill_by_name (op, caster->skill);
1217 if (!skill) { 1307 if (!skill)
1308 {
1218 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1219 caster->skill, query_name(caster));
1220 return 0; 1310 return 0;
1221 } 1311 }
1222 change_skill(op, skill, 0); /* needed for proper exp credit */ 1312 change_skill (op, skill, 0); /* needed for proper exp credit */
1223 } 1313 }
1224 1314
1225 switch(spell_ob->subtype) { 1315 switch (spell_ob->subtype)
1316 {
1226 /* The order of case statements is same as the order they show up 1317 /* The order of case statements is same as the order they show up
1227 * in in spells.h. 1318 * in in spells.h.
1228 */ 1319 */
1229 case SP_RAISE_DEAD: 1320 case SP_RAISE_DEAD:
1230 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1231 break; 1322 break;
1232 1323
1233 case SP_RUNE: 1324 case SP_RUNE:
1234 success = write_rune(op,caster, spell_ob, dir,stringarg); 1325 success = write_rune (op, caster, spell_ob, dir, stringarg);
1235 break; 1326 break;
1236 1327
1237 case SP_MAKE_MARK: 1328 case SP_MAKE_MARK:
1238 success = write_mark(op, spell_ob, stringarg); 1329 success = write_mark (op, spell_ob, stringarg);
1239 break; 1330 break;
1240 1331
1241 case SP_BOLT: 1332 case SP_BOLT:
1242 success = fire_bolt(op,caster,dir,spell_ob,skill); 1333 success = fire_bolt (op, caster, dir, spell_ob, skill);
1243 break; 1334 break;
1244 1335
1245 case SP_BULLET: 1336 case SP_BULLET:
1246 success = fire_bullet(op, caster, dir, spell_ob); 1337 success = fire_bullet (op, caster, dir, spell_ob);
1247 break; 1338 break;
1248 1339
1249 case SP_CONE: 1340 case SP_CONE:
1250 success = cast_cone(op, caster, dir, spell_ob); 1341 success = cast_cone (op, caster, dir, spell_ob);
1251 break; 1342 break;
1252 1343
1253 case SP_BOMB: 1344 case SP_BOMB:
1254 success = create_bomb(op,caster,dir, spell_ob); 1345 success = create_bomb (op, caster, dir, spell_ob);
1255 break; 1346 break;
1256 1347
1257 case SP_WONDER: 1348 case SP_WONDER:
1258 success = cast_wonder(op,caster, dir,spell_ob); 1349 success = cast_wonder (op, caster, dir, spell_ob);
1259 break; 1350 break;
1260 1351
1261 case SP_SMITE: 1352 case SP_SMITE:
1262 success = cast_smite_spell(op,caster, dir,spell_ob); 1353 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1354 break;
1264 1355
1265 case SP_MAGIC_MISSILE: 1356 case SP_MAGIC_MISSILE:
1266 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1267 op->y + freearr_y[dir], dir, spell_ob);
1268 break; 1358 break;
1269 1359
1270 case SP_SUMMON_GOLEM: 1360 case SP_SUMMON_GOLEM:
1271 success = summon_golem(op, caster, dir, spell_ob); 1361 success = summon_golem (op, caster, dir, spell_ob);
1272 old_shoottype = range_golem; 1362 old_shoottype = range_golem;
1273 break; 1363 break;
1274 1364
1275 case SP_DIMENSION_DOOR: 1365 case SP_DIMENSION_DOOR:
1276 /* dimension door needs the actual caster, because that is what is 1366 /* dimension door needs the actual caster, because that is what is
1277 * moved. 1367 * moved.
1278 */ 1368 */
1279 success = dimension_door(op,caster, spell_ob, dir); 1369 success = dimension_door (op, caster, spell_ob, dir);
1280 break; 1370 break;
1281 1371
1282 case SP_MAGIC_MAPPING: 1372 case SP_MAGIC_MAPPING:
1283 if(op->type==PLAYER) { 1373 if (op->type == PLAYER)
1374 {
1284 spell_effect(spell_ob, op->x, op->y, op->map, op); 1375 spell_effect (spell_ob, op->x, op->y, op->map, op);
1285 draw_magic_map(op); 1376 draw_magic_map (op);
1286 success=1; 1377 success = 1;
1287 } 1378 }
1288 else success=0; 1379 else
1380 success = 0;
1289 break; 1381 break;
1290 1382
1291 case SP_MAGIC_WALL: 1383 case SP_MAGIC_WALL:
1292 success = magic_wall(op,caster,dir,spell_ob); 1384 success = magic_wall (op, caster, dir, spell_ob);
1293 break; 1385 break;
1294 1386
1295 case SP_DESTRUCTION: 1387 case SP_DESTRUCTION:
1296 success = cast_destruction(op,caster,spell_ob); 1388 success = cast_destruction (op, caster, spell_ob);
1297 break; 1389 break;
1298 1390
1299 case SP_PERCEIVE_SELF: 1391 case SP_PERCEIVE_SELF:
1300 success = perceive_self(op); 1392 success = perceive_self (op);
1301 break; 1393 break;
1302 1394
1303 case SP_WORD_OF_RECALL: 1395 case SP_WORD_OF_RECALL:
1304 success = cast_word_of_recall(op,caster,spell_ob); 1396 success = cast_word_of_recall (op, caster, spell_ob);
1305 break; 1397 break;
1306 1398
1307 case SP_INVISIBLE: 1399 case SP_INVISIBLE:
1308 success = cast_invisible(op,caster,spell_ob); 1400 success = cast_invisible (op, caster, spell_ob);
1309 break; 1401 break;
1310 1402
1311 case SP_PROBE: 1403 case SP_PROBE:
1312 success = probe(op,caster, spell_ob, dir); 1404 success = probe (op, caster, spell_ob, dir);
1313 break; 1405 break;
1314 1406
1315 case SP_HEALING: 1407 case SP_HEALING:
1316 success = cast_heal(op,caster, spell_ob, dir); 1408 success = cast_heal (op, caster, spell_ob, dir);
1317 break; 1409 break;
1318 1410
1319 case SP_CREATE_FOOD: 1411 case SP_CREATE_FOOD:
1320 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1412 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1321 break; 1413 break;
1322 1414
1323 case SP_EARTH_TO_DUST: 1415 case SP_EARTH_TO_DUST:
1324 success = cast_earth_to_dust(op,caster,spell_ob); 1416 success = cast_earth_to_dust (op, caster, spell_ob);
1325 break; 1417 break;
1326 1418
1327 case SP_CHANGE_ABILITY: 1419 case SP_CHANGE_ABILITY:
1328 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1420 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1329 break; 1421 break;
1330 1422
1331 case SP_BLESS: 1423 case SP_BLESS:
1332 success = cast_bless(op,caster,spell_ob, dir); 1424 success = cast_bless (op, caster, spell_ob, dir);
1333 break; 1425 break;
1334 1426
1335 case SP_CURSE: 1427 case SP_CURSE:
1336 success = cast_curse(op,caster,spell_ob, dir); 1428 success = cast_curse (op, caster, spell_ob, dir);
1337 break; 1429 break;
1338 1430
1339 case SP_SUMMON_MONSTER: 1431 case SP_SUMMON_MONSTER:
1340 success = summon_object(op,caster,spell_ob, dir,stringarg); 1432 success = summon_object (op, caster, spell_ob, dir, stringarg);
1341 break; 1433 break;
1342 1434
1343 case SP_CHARGING: 1435 case SP_CHARGING:
1344 success = recharge(op, caster, spell_ob); 1436 success = recharge (op, caster, spell_ob);
1345 break; 1437 break;
1346 1438
1347 case SP_POLYMORPH: 1439 case SP_POLYMORPH:
1348#ifdef NO_POLYMORPH 1440#ifdef NO_POLYMORPH
1349 /* Not great, but at least provide feedback so if players do have 1441 /* Not great, but at least provide feedback so if players do have
1350 * polymorph (ie, find it as a preset item or left over from before 1442 * polymorph (ie, find it as a preset item or left over from before
1351 * it was disabled), they get some feedback. 1443 * it was disabled), they get some feedback.
1352 */ 1444 */
1353 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1354 success = 0; 1446 success = 0;
1355#else 1447#else
1356 success = cast_polymorph(op,caster,spell_ob, dir); 1448 success = cast_polymorph (op, caster, spell_ob, dir);
1357#endif 1449#endif
1358 break; 1450 break;
1359 1451
1360 case SP_ALCHEMY: 1452 case SP_ALCHEMY:
1361 success = alchemy(op, caster, spell_ob); 1453 success = alchemy (op, caster, spell_ob);
1362 break; 1454 break;
1363 1455
1364 case SP_REMOVE_CURSE: 1456 case SP_REMOVE_CURSE:
1365 success = remove_curse(op, caster, spell_ob); 1457 success = remove_curse (op, caster, spell_ob);
1366 break; 1458 break;
1367 1459
1368 case SP_IDENTIFY: 1460 case SP_IDENTIFY:
1369 success = cast_identify(op, caster, spell_ob); 1461 success = cast_identify (op, caster, spell_ob);
1370 break; 1462 break;
1371 1463
1372 case SP_DETECTION: 1464 case SP_DETECTION:
1373 success = cast_detection(op, caster, spell_ob, skill); 1465 success = cast_detection (op, caster, spell_ob, skill);
1374 break; 1466 break;
1375 1467
1376 case SP_MOOD_CHANGE: 1468 case SP_MOOD_CHANGE:
1377 success = mood_change(op, caster, spell_ob); 1469 success = mood_change (op, caster, spell_ob);
1378 break; 1470 break;
1379 1471
1380 case SP_MOVING_BALL: 1472 case SP_MOVING_BALL:
1381 if (spell_ob->path_repelled &&
1382 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1473 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, 1474 {
1384 "You lack the proper attunement to cast %s", spell_ob->name); 1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1385 success = 0; 1476 success = 0;
1386 } else 1477 }
1387 success = fire_arch_from_position(op,caster, 1478 else
1388 op->x + freearr_x[dir], op->y + freearr_y[dir], 1479 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1389 dir, spell_ob);
1390 break; 1480 break;
1391 1481
1392 case SP_SWARM: 1482 case SP_SWARM:
1393 success = fire_swarm(op, caster, spell_ob, dir); 1483 success = fire_swarm (op, caster, spell_ob, dir);
1394 break; 1484 break;
1395 1485
1396 case SP_CHANGE_MANA: 1486 case SP_CHANGE_MANA:
1397 success = cast_transfer(op,caster, spell_ob, dir); 1487 success = cast_transfer (op, caster, spell_ob, dir);
1398 break; 1488 break;
1399 1489
1400 case SP_DISPEL_RUNE: 1490 case SP_DISPEL_RUNE:
1401 /* in rune.c */ 1491 /* in rune.c */
1402 success = dispel_rune(op,caster, spell_ob, skill, dir); 1492 success = dispel_rune (op, caster, spell_ob, skill, dir);
1403 break; 1493 break;
1404 1494
1405 case SP_CREATE_MISSILE: 1495 case SP_CREATE_MISSILE:
1406 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1496 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1407 break; 1497 break;
1408 1498
1409 case SP_CONSECRATE: 1499 case SP_CONSECRATE:
1410 success = cast_consecrate(op, caster, spell_ob); 1500 success = cast_consecrate (op, caster, spell_ob);
1411 break; 1501 break;
1412 1502
1413 case SP_ANIMATE_WEAPON: 1503 case SP_ANIMATE_WEAPON:
1414 success = animate_weapon(op, caster, spell_ob, dir); 1504 success = animate_weapon (op, caster, spell_ob, dir);
1415 old_shoottype = range_golem; 1505 old_shoottype = range_golem;
1416 break; 1506 break;
1417 1507
1418 case SP_LIGHT: 1508 case SP_LIGHT:
1419 success = cast_light(op, caster, spell_ob, dir); 1509 success = cast_light (op, caster, spell_ob, dir);
1420 break; 1510 break;
1421 1511
1422 case SP_CHANGE_MAP_LIGHT: 1512 case SP_CHANGE_MAP_LIGHT:
1423 success = cast_change_map_lightlevel(op, caster, spell_ob); 1513 success = cast_change_map_lightlevel (op, caster, spell_ob);
1424 break; 1514 break;
1425 1515
1426 case SP_FAERY_FIRE: 1516 case SP_FAERY_FIRE:
1427 success = cast_destruction(op,caster,spell_ob); 1517 success = cast_destruction (op, caster, spell_ob);
1428 break; 1518 break;
1429 1519
1430 case SP_CAUSE_DISEASE: 1520 case SP_CAUSE_DISEASE:
1431 success = cast_cause_disease(op, caster, spell_ob, dir); 1521 success = cast_cause_disease (op, caster, spell_ob, dir);
1432 break; 1522 break;
1433 1523
1434 case SP_AURA: 1524 case SP_AURA:
1435 success = create_aura(op, caster, spell_ob); 1525 success = create_aura (op, caster, spell_ob);
1436 break; 1526 break;
1437 1527
1438 case SP_TOWN_PORTAL: 1528 case SP_TOWN_PORTAL:
1439 success= cast_create_town_portal (op,caster,spell_ob, dir); 1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1440 break; 1530 break;
1441 1531
1442 case SP_PARTY_SPELL: 1532 case SP_PARTY_SPELL:
1443 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1444 break; 1534 break;
1445 1535
1446 case SP_PERL: 1536 default:
1447 execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : ""); 1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1448 break;
1449
1450 default:
1451 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1538 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1452 spell_ob->subtype);
1453
1454
1455 } 1539 }
1456 1540
1457 /* FIXME - we need some better sound suppport */ 1541 /* FIXME - we need some better sound suppport */
1458 // yes, for example, augment map info with the spell effect 1542 // yes, for example, augment map info with the spell effect
1459 // so clients can calculate the sounds themselves 1543 // so clients can calculate the sounds themselves
1460 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1461 1545
1462 /* free the spell arg */ 1546 /* free the spell arg */
1463 if(settings.casting_time == TRUE && stringarg) { 1547 if (settings.casting_time == TRUE && stringarg)
1464 free(stringarg);
1465 stringarg=NULL;
1466 } 1548 {
1549 free (stringarg);
1550 stringarg = NULL;
1551 }
1467 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1468 * to something like use_magic_item, but you really want to be able to fire 1553 * to something like use_magic_item, but you really want to be able to fire
1469 * it again. 1554 * it again.
1470 */ 1555 */
1556 if (op->contr)
1471 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; 1557 op->contr->shoottype = (rangetype) old_shoottype;
1472 1558
1473 return success; 1559 return success;
1474} 1560}
1475 1561
1476 1562
1477/* This is called from time.c/process_object(). That function 1563/* This is called from time.c/process_object(). That function
1478 * calls this for any SPELL_EFFECT type objects. This function 1564 * calls this for any SPELL_EFFECT type objects. This function
1479 * then dispatches them to the appropriate specific routines. 1565 * then dispatches them to the appropriate specific routines.
1480 */ 1566 */
1567void
1481void move_spell_effect(object *op) { 1568move_spell_effect (object *op)
1482 1569{
1483 switch (op->subtype) { 1570 switch (op->subtype)
1571 {
1484 case SP_BOLT: 1572 case SP_BOLT:
1485 move_bolt(op); 1573 move_bolt (op);
1486 break; 1574 break;
1487 1575
1488 case SP_BULLET: 1576 case SP_BULLET:
1489 move_bullet(op); 1577 move_bullet (op);
1490 break; 1578 break;
1491 1579
1492 case SP_EXPLOSION: 1580 case SP_EXPLOSION:
1493 explosion(op); 1581 explosion (op);
1494 break; 1582 break;
1495 1583
1496 case SP_CONE: 1584 case SP_CONE:
1497 move_cone(op); 1585 move_cone (op);
1498 break; 1586 break;
1499 1587
1500 case SP_BOMB: 1588 case SP_BOMB:
1501 animate_bomb(op); 1589 animate_bomb (op);
1502 break; 1590 break;
1503 1591
1504 case SP_MAGIC_MISSILE: 1592 case SP_MAGIC_MISSILE:
1505 move_missile(op); 1593 move_missile (op);
1506 break; 1594 break;
1507 1595
1508 case SP_WORD_OF_RECALL: 1596 case SP_WORD_OF_RECALL:
1509 execute_word_of_recall(op); 1597 execute_word_of_recall (op);
1510 break; 1598 break;
1511 1599
1512 case SP_MOVING_BALL: 1600 case SP_MOVING_BALL:
1513 move_ball_spell(op); 1601 move_ball_spell (op);
1514 break; 1602 break;
1515 1603
1516 case SP_SWARM: 1604 case SP_SWARM:
1517 move_swarm_spell(op); 1605 move_swarm_spell (op);
1518 break; 1606 break;
1519 1607
1520 case SP_AURA: 1608 case SP_AURA:
1521 move_aura(op); 1609 move_aura (op);
1522 break; 1610 break;
1523
1524 } 1611 }
1525} 1612}
1526 1613
1527/* this checks to see if something special should happen if 1614/* this checks to see if something special should happen if
1528 * something runs into the object. 1615 * something runs into the object.
1529 */ 1616 */
1617void
1530void check_spell_effect(object *op) { 1618check_spell_effect (object *op)
1531 1619{
1532 switch (op->subtype) { 1620 switch (op->subtype)
1621 {
1533 case SP_BOLT: 1622 case SP_BOLT:
1534 move_bolt(op); 1623 move_bolt (op);
1535 return; 1624 return;
1536 1625
1537 case SP_BULLET: 1626 case SP_BULLET:
1538 check_bullet(op); 1627 check_bullet (op);
1539 return; 1628 return;
1540 } 1629 }
1541
1542} 1630}
1543 1631
1544/* This is called by move_apply. Basically, if someone 1632/* This is called by move_apply. Basically, if someone
1545 * moves onto a spell effect and the walk_on or fly_on flags 1633 * moves onto a spell effect and the walk_on or fly_on flags
1546 * are set, this is called. This should only be called for 1634 * are set, this is called. This should only be called for
1547 * objects of the appropraite type. 1635 * objects of the appropraite type.
1548 */ 1636 */
1637void
1549void apply_spell_effect(object *spell, object *victim) 1638apply_spell_effect (object *spell, object *victim)
1550{ 1639{
1551 switch (spell->subtype) { 1640 switch (spell->subtype)
1641 {
1552 case SP_CONE: 1642 case SP_CONE:
1553 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1643 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1554 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1644 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1555 break; 1645 break;
1556 1646
1557 case SP_MAGIC_MISSILE: 1647 case SP_MAGIC_MISSILE:
1558 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1559 tag_t spell_tag = spell->count;
1560 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1561 if ( ! was_destroyed (spell, spell_tag)) {
1562 remove_ob (spell);
1563 free_object (spell);
1564 }
1565 }
1566 break;
1567
1568 case SP_MOVING_BALL:
1569 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1648 if (QUERY_FLAG (victim, FLAG_ALIVE))
1649 {
1650 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651
1652 if (!spell->destroyed ())
1653 spell->destroy ();
1654 }
1655 break;
1656
1657 case SP_MOVING_BALL:
1658 if (QUERY_FLAG (victim, FLAG_ALIVE))
1570 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1571 else if (victim->material || victim->materialname) 1660 else if (victim->materialname)
1572 save_throw_object (victim, spell->attacktype, spell); 1661 save_throw_object (victim, spell->attacktype, spell);
1573 break; 1662 break;
1574 } 1663 }
1575} 1664}

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