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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.92 by root, Sun Jan 11 06:08:40 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
35/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used. 35 * matching spells are used.
38 */ 36 */
39object * 37object *
40find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 39{
42 int k = 0, s; 40 int k = 0, s;
43 object *tmp;
44 41
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 44 k++;
48 45
49 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
50 if (!k) 47 if (!k)
51 return NULL; 48 return NULL;
52 49
53 s = RANDOM () % k; 50 s = rndm (k);
54 51
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 54 if (!s)
59 return tmp; 55 return tmp;
60 else 56 else
61 s--; 57 s--;
62 } 58
63 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
64 return NULL; 60 return 0;
65} 61}
66 62
67/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 75 dest->skill = spob->skill;
80 else 76 else
81 dest->skill = caster->skill; 77 dest->skill = caster->skill;
82} 78}
83 79
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 82 */
155void 83void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 85{
158 if (spob->other_arch) 86 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160} 88}
161 89
162/* 90static int
163 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 92{
175 int new_level; 93 // compute the attuned/repelled bonus
176 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
178 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 98}
186 99
187/* This function returns the effective level the spell 100/* This function returns the effective level the spell
188 * is being cast at. 101 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 102 */
193int 103int
194caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
195{ 105{
196 int level = caster->level; 106 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 107
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 110 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
212 113
213 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
214 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
215 119
216 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 121
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
219 127
220 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 129 * errors in various places.
222 */ 130 */
223 return max (level, 1); 131 return clamp (level, 1, settings.max_level);
224} 132}
225 133
226/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
227 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
228 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
232 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 141 * spell is the spell object.
234 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
235 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
236 */ 144 */
237
238sint16 145sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 147{
241 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
242 149
243 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
244 { 151 {
245 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
246 { 153 {
267 else 174 else
268 { 175 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
271 sp = 1; 178 sp = 1;
179
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
274 grace = 1; 182 grace = 1;
275 } 183 }
184
276 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 186 return MAX (sp, grace);
278 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
279 return grace; 188 return grace;
280 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
284 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
285 return 0; 194 return 0;
286 } 195 }
287} 196}
288 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
289 208
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
292 */ 211 */
293int 212int
294SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
295{ 214{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 219}
307 220
308/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
311 */ 224 */
312int 225int
313SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
314{ 227{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 232}
327 233
328/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
331 */ 237 */
332int 238int
333SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
334{ 240{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 241 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 245}
347 246
348/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
349 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
350 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
351 */ 250 */
352object * 251object *
353check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
354{ 253{
355 object *spop; 254 object *spop;
356 255
357 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 257 if (spop->type == SPELL && spop->name == name)
359 return spop; 258 return spop;
360 259
361 return NULL; 260 return 0;
362} 261}
363
364 262
365/* 263/*
366 * Look at object 'op' and see if they know the spell 264 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 265 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 266 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 267 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 268 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 269 * exact match, we also return NULL.
372 */ 270 */
373
374object * 271object *
375lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
376{ 273{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
378 int nummatch = 0; 275 int nummatch = 0;
379 276
380 if (spname == NULL) 277 if (!spname)
381 return NULL; 278 return 0;
382 279
383 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
386 */ 283 */
387 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
388 { 285 {
389 if (spob->type == SPELL) 286 if (spob->type == SPELL)
390 { 287 {
288 // TODO: WTF?
391 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
392 { 290 {
393 nummatch++; 291 nummatch++;
394 spob1 = spob; 292 spob1 = spob;
395 } 293 }
400 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
402 */ 300 */
403 if (spob2) 301 if (spob2)
404 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
405 spob2 = spob; 304 spob2 = spob;
406 } 305 }
407 } 306 }
408 } 307 }
409 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
410 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
411 */ 310 */
412 if (spob2) 311 if (spob2)
413 return spob2; 312 return spob2;
313
414 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
415 return spob1; 315 return spob1;
316
416 return NULL; 317 return NULL;
417} 318}
418 319
419/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
420 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
424 * eg, updated for tiled maps. 325 * eg, updated for tiled maps.
425 */ 326 */
426int 327int
427reflwall (maptile *m, int x, int y, object *sp_op) 328reflwall (maptile *m, int x, int y, object *sp_op)
428{ 329{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 330 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 331 return 0;
332
433 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 335 && (!QUERY_FLAG (op, FLAG_ALIVE)
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 337 return 1;
438 338
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0; 361 dir = 0;
462 } 362 }
463 363
364 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 365 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 366 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 367 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 368 dir ? 0 : INS_BELOW_ORIGINATOR);
468 369
482{ 383{
483 if (!xy_normalise (m, x, y)) 384 if (!xy_normalise (m, x, y))
484 return 0; 385 return 0;
485 386
486 mapspace &ms = m->at (x, y); 387 mapspace &ms = m->at (x, y);
388 ms.update ();
487 389
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 391 return 0;
490 392
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
527 /* 429 /*
528 * Combine similar spell effects into one spell effect. Needed for 430 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for 431 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons. 432 * playability reasons.
531 */ 433 */
532 if (tmp->arch == op->arch 434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
533 && tmp->type == op->type 435 && tmp->type == op->type
534 && tmp->subtype == op->subtype 436 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner 437 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 439 {
558 * dir: direction to fire in. 460 * dir: direction to fire in.
559 * spell: spell that is being fired. It uses other_arch for the archetype 461 * spell: spell that is being fired. It uses other_arch for the archetype
560 * to fire. 462 * to fire.
561 * returns 0 on failure, 1 on success. 463 * returns 0 on failure, 1 on success.
562 */ 464 */
563
564int 465int
565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 466fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566{ 467{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 468 if (!spell->other_arch)
572 return 0; 469 return 0;
573 470
574 m = op->map; 471 object *tmp = spell->other_arch->instance ();
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 472
581 tmp = arch_to_object (spell->other_arch); 473 if (!tmp)
582
583 if (tmp == NULL)
584 return 0; 474 return 0;
585
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 tmp->destroy ();
590 return 0;
591 }
592 475
593 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 476 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 477 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595 /* code in time.c uses food for some things, duration for others */ 478 /* code in time.c uses food for some things, duration for others */
596 tmp->stats.food = tmp->duration; 479 tmp->stats.food = tmp->duration;
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 480 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 481 tmp->attacktype = spell->attacktype;
599 tmp->x = x;
600 tmp->y = y;
601 tmp->direction = dir; 482 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 483 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 484 tmp->level = casting_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 485 set_spell_skill (op, caster, spell, tmp);
608 486
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 487 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 488 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 489 if (!tailor_god_spell (tmp, op))
613 return 0; 490 return 0;
614 } 491
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 492 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
616 SET_ANIMATION (tmp, dir); 493 SET_ANIMATION (tmp, dir);
617 494
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 495 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 496 move_spell_effect (tmp);
620 497
621 return 1; 498 return 1;
622} 499}
623 500
628 ****************************************************************************/ 505 ****************************************************************************/
629void 506void
630regenerate_rod (object *rod) 507regenerate_rod (object *rod)
631{ 508{
632 if (rod->stats.hp < rod->stats.maxhp) 509 if (rod->stats.hp < rod->stats.maxhp)
633 { 510 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 511}
640
641 512
642void 513void
643drain_rod_charge (object *rod) 514drain_rod_charge (object *rod)
644{ 515{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 516 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
684 if (!tmp) 555 if (!tmp)
685 tmp = op->ms ().player (); 556 tmp = op->ms ().player ();
686 557
687 return tmp; 558 return tmp;
688} 559}
689
690
691 560
692/* raytrace: 561/* raytrace:
693 * spell_find_dir(map, x, y, exclude) will search first the center square 562 * spell_find_dir(map, x, y, exclude) will search first the center square
694 * then some close squares in the given map at the given coordinates for 563 * then some close squares in the given map at the given coordinates for
695 * live objects. 564 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 567 * monsters/generators only. If not, the spell will hunt players only.
699 * It returns the direction toward the first/closest live object if it finds 568 * It returns the direction toward the first/closest live object if it finds
700 * any, otherwise -1. 569 * any, otherwise -1.
701 * note that exclude can be NULL, in which case all bets are off. 570 * note that exclude can be NULL, in which case all bets are off.
702 */ 571 */
703
704int 572int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 573spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 574{
707 int i, max = SIZEOFFREE; 575 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 576 sint16 nx, ny;
735 return freedir[i]; 603 return freedir[i];
736 } 604 }
737 return -1; /* flag for "keep going the way you were" */ 605 return -1; /* flag for "keep going the way you were" */
738} 606}
739 607
740
741
742/* put_a_monster: puts a monster named monstername near by 608/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 609 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 610 * also deals with multipart monsters properly.
745 */ 611 */
746
747void 612void
748put_a_monster (object *op, const char *monstername) 613put_a_monster (object *op, const char *monstername)
749{ 614{
750 object *tmp, *head = NULL, *prev = NULL; 615 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 616 archetype *at;
758 623
759 /* find a free square nearby 624 /* find a free square nearby
760 * first we check the closest square for free squares 625 * first we check the closest square for free squares
761 */ 626 */
762 627
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 628 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 629 if (dir != -1)
765 { 630 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 631 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 632 * insert multipart monsters properly
768 */ 633 */
634 //TODO: use expand_tail + ...
769 while (at != NULL) 635 while (at != NULL)
770 { 636 {
771 tmp = arch_to_object (at); 637 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 638 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 639 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 640 tmp->map = op->map;
775 if (head) 641 if (head)
776 { 642 {
777 tmp->head = head; 643 tmp->head = head;
778 prev->more = tmp; 644 prev->more = tmp;
779 } 645 }
646
780 if (!head) 647 if (!head)
781 head = tmp; 648 head = tmp;
649
782 prev = tmp; 650 prev = tmp;
651
783 at = at->more; 652 at = (archetype *)at->more;
784 } 653 }
785 654
786 if (head->randomitems) 655 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 656 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 657
789 insert_ob_in_map (head, op->map, op, 0); 658 insert_ob_in_map (head, op->map, op, 0);
790 659
791 /* thought it'd be cool to insert a burnout, too. */ 660 /* thought it'd be cool to insert a burnout, too. */
792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 661 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
793 } 662 }
794} 663}
795 664
796/* peterm: function which summons hostile monsters and 665/* peterm: function which summons hostile monsters and
797 * places them in nearby squares. 666 * places them in nearby squares.
804 * Note that this is not used by any spells (summon evil monsters 673 * Note that this is not used by any spells (summon evil monsters
805 * use to call this, but best I can tell, that spell/ability was 674 * use to call this, but best I can tell, that spell/ability was
806 * never used. This is however used by various failures on the 675 * never used. This is however used by various failures on the
807 * players part (alchemy, reincarnation, etc) 676 * players part (alchemy, reincarnation, etc)
808 */ 677 */
809
810int 678int
811summon_hostile_monsters (object *op, int n, const char *monstername) 679summon_hostile_monsters (object *op, int n, const char *monstername)
812{ 680{
813 int i; 681 int i;
814 682
824{ 692{
825 int attacktype; 693 int attacktype;
826 int face; 694 int face;
827} ATTACKS[22] = 695} ATTACKS[22] =
828{ 696{
829 {
830 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 698 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 699 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 701 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 702 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 703 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 704 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 705 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 707 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 708 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 709 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 710 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 711 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 712 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 713 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 714 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 715 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 716 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 717 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 718 { AT_FEAR, 10},
873 719};
874
875 720
876/* shuffle_attack: peterm 721/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 722 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 723 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 724 * chooses a face appropriate to the attack that is
902 { 747 {
903 SET_ANIMATION (op, ATTACKS[i].face); 748 SET_ANIMATION (op, ATTACKS[i].face);
904 } 749 }
905} 750}
906 751
907
908/* prayer_failure: This is called when a player fails 752/* prayer_failure: This is called when a player fails
909 * at casting a prayer. 753 * at casting a prayer.
910 * op is the player. 754 * op is the player.
911 * failure is basically how much grace they had. 755 * failure is basically how much grace they had.
912 * power is how much grace the spell would normally take to cast. 756 * power is how much grace the spell would normally take to cast.
913 */ 757 */
914
915void 758void
916prayer_failure (object *op, int failure, int power) 759prayer_failure (object *op, int failure, int power)
917{ 760{
918 const char *godname; 761 const char *godname;
919 object *tmp; 762 object *tmp;
1024 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1025 { 868 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 870 return 0;
1028 } 871 }
872
1029 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1030 874
1031 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1033 877
1034 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1035 { 879 {
1036 spell->remove (); 880 spell->remove ();
1037 return success; 881 return success;
1038 } 882 }
883
1039 for_all_players (pl) 884 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1041 {
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043 } 887
1044 spell->remove (); 888 spell->remove ();
1045 return success; 889 return success;
1046} 890}
1047 891
1048/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1070 * 914 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 915 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1074 */ 918 */
1075
1076int 919int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078{ 921{
1079 const char *godname; 922 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0;
1081 object *skill = NULL; 924 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 925
1085 if (!spell_ob) 926 if (!spell_ob)
1086 { 927 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 929 return 0;
1116 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1117 * at least process that code. 958 * at least process that code.
1118 */ 959 */
1119 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1120 { 961 {
1121 cast_level = caster_level (caster, spell_ob);
1122 if (spell_ob->skill) 962 if (spell_ob->skill)
1123 { 963 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1125 if (!skill) 966 if (!skill)
1126 { 967 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1128 return 0; 972 return 0;
1129 } 973 }
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1131 { 980 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1133 return 0; 997 return 0;
1134 } 998 }
1135 } 999 }
1000
1136 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1138 */ 1003 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1140 { 1005 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1143 { 1008 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1145 return 0; 1010 return 0;
1146 } 1011 }
1147 1012
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150 { 1015 {
1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 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) 1017 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); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1155 }
1156 else 1019 else
1157 { 1020 {
1158 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 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); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1160 return 0; 1023 return 0;
1161 } 1024 }
1162 } 1025 }
1163 1026
1164 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 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])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 { 1030 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1033
1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0; 1035 return 0;
1176 } 1036 }
1177 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1178 { 1038 {
1179 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180 1040
1181 if (failure < 0) 1041 if (failure < 0)
1182 { 1042 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1184 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1046
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1048 return 0;
1189 } 1049 }
1190 } 1050 }
1191 } 1051 }
1192 } 1052 }
1193 1053
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1195 1055
1196 /* See if we can cast a spell here. If the caster and op are 1056 /* 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 1057 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1199 * doing. 1059 * doing.
1200 */ 1060 */
1201 1061
1202 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1203 { 1063 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1205 return 0; 1065 return 0;
1206 } 1066 }
1207 1067
1208 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1069 && (caster->type != POTION)
1214 { 1074 {
1215 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1216 return 0; 1076 return 0;
1217 1077
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 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); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1220 else 1080 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1081 {
1223 case range_magic: 1082 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1084 else if (item->type == SCROLL)
1226 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
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);
1251 }
1252 else 1086 else
1253 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1088 }
1262 else 1089 else
1263 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1091
1265 spell_ob = op->spell; 1092 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1093 }
1094
1271 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1096 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1100 * the player any time.
1277 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long
1278 */ 1108 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1109 if ((spell_ob->casting_time > 0) && 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); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1111 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1114
1294 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1295 { 1116 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1297 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1304 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1305 { 1126 {
1306 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1307 if (!skill) 1128 if (!skill)
1308 { 1129 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1310 return 0; 1131 return 0;
1311 } 1132 }
1133
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1314 1139
1315 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1316 { 1141 {
1317 /* The order of case statements is same as the order they show up 1142 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1143 * in in spells.h.
1319 */ 1144 */
1320 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1147 break;
1323 1148
1324 case SP_RUNE: 1149 case SP_RUNE:
1352 case SP_SMITE: 1177 case SP_SMITE:
1353 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1354 break; 1179 break;
1355 1180
1356 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1358 break; 1183 break;
1359 1184
1360 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1187 break;
1364 1188
1365 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1191 * moved.
1440#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1441 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1442 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1443 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1444 */ 1268 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1446 success = 0; 1270 success = 0;
1447#else 1271#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1273#endif
1450 break; 1274 break;
1470 break; 1294 break;
1471 1295
1472 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1473 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1474 { 1298 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1476 success = 0; 1300 success = 0;
1477 } 1301 }
1478 else 1302 else
1479 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1480 break; 1304 break;
1481 1305
1482 case SP_SWARM: 1306 case SP_SWARM:
1483 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1484 break; 1308 break;
1500 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1325 break;
1502 1326
1503 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1329 break;
1507 1330
1508 case SP_LIGHT: 1331 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1333 break;
1523 1346
1524 case SP_AURA: 1347 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1526 break; 1349 break;
1527 1350
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1353 break;
1535 1354
1536 default: 1355 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 { 1357 }
1549 free (stringarg); 1358
1550 stringarg = NULL; 1359 op->play_sound (
1551 } 1360 success
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1553 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1554 * it again. 1363 : sound_find ("spell_success")
1555 */ 1364 : sound_find ("fumble_spell")
1556 if (op->contr) 1365 );
1557 op->contr->shoottype = (rangetype) old_shoottype;
1558 1366
1559 return success; 1367 return success;
1560} 1368}
1561 1369
1562
1563/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1566 */ 1373 */
1567void 1374void
1568move_spell_effect (object *op) 1375move_spell_effect (object *op)
1569{ 1376{
1627 check_bullet (op); 1434 check_bullet (op);
1628 return; 1435 return;
1629 } 1436 }
1630} 1437}
1631 1438
1632/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1633 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1634 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1635 * objects of the appropraite type. 1442 * objects of the appropriate type.
1636 */ 1443 */
1637void 1444void
1638apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1639{ 1446{
1640 switch (spell->subtype) 1447 switch (spell->subtype)
1646 1453
1647 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1649 { 1456 {
1650 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651
1652 if (!spell->destroyed ())
1653 spell->destroy (); 1458 spell->destroy ();
1654 } 1459 }
1655 break; 1460 break;
1656 1461
1657 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1658 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1660 else if (victim->materialname) 1465 else if (victim->materialname)
1661 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1662 break; 1468 break;
1663 } 1469 }
1664} 1470}
1471

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