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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.16 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
151} 149}
152 150
153/* pretty basic function - basically just takes 151/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 152 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 153 */
156
157void 154void
158spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 155spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 156{
160
161 if (spob->other_arch != NULL) 157 if (spob->other_arch)
162 { 158 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 159}
171 160
172/* 161/*
173 * This function takes a caster and spell and presents the 162 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 163 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 164 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 165 * spellpaths. Was called path_level_mod.
177 * 166 *
178 * caster is person casting hte spell. 167 * caster is person casting the spell.
179 * spell is the spell object. 168 * spell is the spell object.
180 * Returns modified level. 169 * Returns modified level.
181 */ 170 */
182int 171int
183min_casting_level (object *caster, object *spell) 172min_casting_level (object *caster, object *spell)
184{ 173{
185 int new_level; 174 int new_level;
186 175
187 if (caster->path_denied & spell->path_attuned) 176 if (caster->path_denied & spell->path_attuned)
188 {
189 /* This case is not a bug, just the fact that this function is
190 * usually called BEFORE checking for path_deny. -AV
191 */
192#if 0
193 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
194#endif
195 return 1; 177 return 1;
196 } 178
197 new_level = spell->level 179 new_level = spell->level
198 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 180 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
199 return (new_level < 1) ? 1 : new_level; 181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
200}
201 182
183 return max (1, new_level);
184}
202 185
203/* This function returns the effective level the spell 186/* This function returns the effective level the spell
204 * is being cast at. 187 * is being cast at.
205 * Note that I changed the repelled/attuned bonus to 2 from 5. 188 * Note that I changed the repelled/attuned bonus to 2 from 5.
206 * This is because the new code compares casting_level against 189 * This is because the new code compares casting_level against
207 * min_caster_level, so the difference is effectively 4 190 * min_caster_level, so the difference is effectively 4
208 */ 191 */
209
210int 192int
211caster_level (object *caster, object *spell) 193caster_level (object *caster, object *spell)
212{ 194{
213 int level = caster->level; 195 int level = caster->level;
214 196
215 /* If this is a player, try to find the matching skill */ 197 /* If this is a player, try to find the matching skill */
216 if (caster->type == PLAYER && spell->skill) 198 if (caster->type == PLAYER && spell->skill)
217 {
218 int i;
219
220 for (i = 0; i < NUM_SKILLS; i++) 199 for (int i = 0; i < NUM_SKILLS; i++)
221 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 200 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
222 { 201 {
223 level = caster->contr->last_skill_ob[i]->level; 202 level = caster->contr->last_skill_ob[i]->level;
224 break; 203 break;
225 } 204 }
226 }
227 205
228 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 206 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
229 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
230 { 208 {
231 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 209 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
233 211
234 level = MIN (level, sk_level + level / 10 + 1); 212 level = MIN (level, sk_level + level / 10 + 1);
235 } 213 }
236 214
237 /* Got valid caster level. Now adjust for attunement */ 215 /* Got valid caster level. Now adjust for attunement */
238 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 216 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
239 218
240 /* Always make this at least 1. If this is zero, we get divide by zero 219 /* Always make this at least 1. If this is zero, we get divide by zero
241 * errors in various places. 220 * errors in various places.
242 */ 221 */
243 if (level < 1)
244 level = 1;
245 return level; 222 return max (level, 1);
246} 223}
247 224
248/* The following function scales the spellpoint cost of 225/* The following function scales the spellpoint cost of
249 * a spell by it's increased effectiveness. Some of the 226 * a spell by it's increased effectiveness. Some of the
250 * lower level spells become incredibly vicious at high 227 * lower level spells become incredibly vicious at high
444 * reflect_spell fails.) 421 * reflect_spell fails.)
445 * Caller should be sure it passes us valid map coordinates 422 * Caller should be sure it passes us valid map coordinates
446 * eg, updated for tiled maps. 423 * eg, updated for tiled maps.
447 */ 424 */
448int 425int
449reflwall (mapstruct *m, int x, int y, object *sp_op) 426reflwall (maptile *m, int x, int y, object *sp_op)
450{ 427{
451 object *op; 428 object *op;
452 429
453 if (OUT_OF_REAL_MAP (m, x, y)) 430 if (OUT_OF_REAL_MAP (m, x, y))
454 return 0; 431 return 0;
455 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
456 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 433 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
457 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 434 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
458 return 1; 436 return 1;
459 437
460 return 0; 438 return 0;
461} 439}
462 440
468 * in. 446 * in.
469 */ 447 */
470int 448int
471cast_create_obj (object *op, object *caster, object *new_op, int dir) 449cast_create_obj (object *op, object *caster, object *new_op, int dir)
472{ 450{
473 mapstruct *m; 451 maptile *m;
474 sint16 sx, sy; 452 sint16 sx, sy;
475 453
476 if (dir && 454 if (dir &&
477 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 455 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
478 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 456 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
479 { 457 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
481 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
482 dir = 0; 460 dir = 0;
483 } 461 }
484 new_op->x = op->x + freearr_x[dir]; 462
485 new_op->y = op->y + freearr_y[dir]; 463 op->map->insert (new_op,
486 if (dir == 0) 464 op->x + freearr_x[dir], op->y + freearr_y[dir],
487 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 465 op,
488 else 466 dir ? 0 : INS_BELOW_ORIGINATOR);
489 insert_ob_in_map (new_op, op->map, op, 0); 467
490 return dir; 468 return dir;
491} 469}
492 470
493/* Returns true if it is ok to put spell *op on the space/may provided. 471/* Returns true if it is ok to put spell *op on the space/may provided.
494 * immune_stop is basically the attacktype of the spell (why 472 * immune_stop is basically the attacktype of the spell (why
496 * has the AT_MAGIC bit set, and there is a counterwall 474 * has the AT_MAGIC bit set, and there is a counterwall
497 * on the space, the object doesn't get placed. if immune stop 475 * on the space, the object doesn't get placed. if immune stop
498 * does not have AT_MAGIC, then counterwalls do not effect the spell. 476 * does not have AT_MAGIC, then counterwalls do not effect the spell.
499 * 477 *
500 */ 478 */
501
502int 479int
503ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop) 480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
504{ 481{
505 object *tmp; 482 if (!xy_normalise (m, x, y))
506 int mflags;
507 mapstruct *mp;
508
509 mp = m;
510 mflags = get_map_flags (m, &mp, x, y, &x, &y);
511
512 if (mflags & P_OUT_OF_MAP)
513 return 0; 483 return 0;
514 484
515 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 485 mapspace &ms = m->at (x, y);
486
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
516 return 0; 488 return 0;
517 489
518 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 490 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
519 { 491 {
520 /* If there is a counterspell on the space, and this 492 /* If there is a counterspell on the space, and this
521 * object is using magic, don't progress. I believe we could 493 * object is using magic, don't progress. I believe we could
522 * leave this out and let in progress, and other areas of the code 494 * leave this out and let in progress, and other areas of the code
523 * will then remove it, but that would seem to to use more 495 * will then remove it, but that would seem to to use more
524 * resources, and may not work as well if a player is standing 496 * resources, and may not work as well if a player is standing
525 * on top of a counterwall spell (may hit the player before being 497 * on top of a counterwall spell (may hit the player before being
526 * removed.) On the other hand, it may be more dramatic for the 498 * removed.) On the other hand, it may be more dramatic for the
527 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
528 */ 500 */
529 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
530 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
531 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 503 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON)
505 && (tmp->type != BOW)
506 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509 // we special case floor here because there
510 // are sometimes spell effect floors
511 // which are used to inflict damage
512 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC))
532 return 0; 515 return 0;
533 516
534 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
535 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
536 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
546 * playability reasons. 529 * playability reasons.
547 */ 530 */
548 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
549 && tmp->type == op->type 532 && tmp->type == op->type
550 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
551 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
552 { 536 {
553 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
554 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
555 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
556 return 0; 540 return 0;
558 542
559 /* Perhaps we should also put checks in for no magic and unholy 543 /* Perhaps we should also put checks in for no magic and unholy
560 * ground to prevent it from moving along? 544 * ground to prevent it from moving along?
561 */ 545 */
562 } 546 }
547
563 /* If it passes the above tests, it must be OK */ 548 /* If it passes the above tests, it must be OK */
564 return 1; 549 return 1;
565} 550}
566 551
567/* fire_arch_from_position: fires an archetype. 552/* fire_arch_from_position: fires an archetype.
578int 563int
579fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
580{ 565{
581 object *tmp; 566 object *tmp;
582 int mflags; 567 int mflags;
583 mapstruct *m; 568 maptile *m;
584 569
585 if (spell->other_arch == NULL) 570 if (spell->other_arch == NULL)
586 return 0; 571 return 0;
587 572
588 m = op->map; 573 m = op->map;
598 return 0; 583 return 0;
599 584
600 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) 585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
601 { 586 {
602 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
603 free_object (tmp); 588 tmp->destroy ();
604 return 0; 589 return 0;
605 } 590 }
606
607
608 591
609 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
610 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
611 /* code in time.c uses food for some things, duration for others */ 594 /* code in time.c uses food for some things, duration for others */
612 tmp->stats.food = tmp->duration; 595 tmp->stats.food = tmp->duration;
613 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 596 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
614 tmp->attacktype = spell->attacktype; 597 tmp->attacktype = spell->attacktype;
615 tmp->x = x; 598 tmp->x = x;
616 tmp->y = y; 599 tmp->y = y;
617 tmp->direction = dir; 600 tmp->direction = dir;
618 if (get_owner (op) != NULL) 601 if (op->owner != NULL)
619 copy_owner (tmp, op); 602 tmp->set_owner (op);
620 else 603 else
621 set_owner (tmp, op); 604 tmp->set_owner (op);
622 tmp->level = caster_level (caster, spell); 605 tmp->level = caster_level (caster, spell);
623 set_spell_skill (op, caster, spell, tmp); 606 set_spell_skill (op, caster, spell, tmp);
624 607
625 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
626 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
629 return 0; 612 return 0;
630 } 613 }
631 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
632 SET_ANIMATION (tmp, dir); 615 SET_ANIMATION (tmp, dir);
633 616
634 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 617 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
635 return 1;
636
637 move_spell_effect (tmp); 618 move_spell_effect (tmp);
638 619
639 return 1; 620 return 1;
640} 621}
641
642
643 622
644/***************************************************************************** 623/*****************************************************************************
645 * 624 *
646 * Code related to rods - perhaps better located in another file? 625 * Code related to rods - perhaps better located in another file?
647 * 626 *
648 ****************************************************************************/ 627 ****************************************************************************/
649
650void 628void
651regenerate_rod (object *rod) 629regenerate_rod (object *rod)
652{ 630{
653 if (rod->stats.hp < rod->stats.maxhp) 631 if (rod->stats.hp < rod->stats.maxhp)
654 { 632 {
663void 641void
664drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
665{ 643{
666 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
667} 645}
668
669
670
671 646
672/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
673 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
674 * op is what is looking for the target (which can be a player), 649 * op is what is looking for the target (which can be a player),
675 * dir is the direction we are looking in. Return object found, or 650 * dir is the direction we are looking in. Return object found, or
676 * NULL if no good object. 651 * NULL if no good object.
677 */ 652 */
678
679object * 653object *
680find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
681{ 655{
682 object *tmp; 656 object *tmp;
683 mapstruct *m;
684 sint16 x, y;
685 int mflags;
686 657
687 /* I don't really get this block - if op isn't a player or rune, 658 /* I don't really get this block - if op isn't a player or rune,
688 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
689 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
690 */ 661 */
691 if (op->type != PLAYER && op->type != RUNE) 662 if (op->type != PLAYER && op->type != RUNE)
692 { 663 {
693 tmp = get_owner (op); 664 tmp = op->owner;
694 /* If the owner does not exist, or is not a monster, than apply the spell 665 /* If the owner does not exist, or is not a monster, than apply the spell
695 * to the caster. 666 * to the caster.
696 */ 667 */
697 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
698 tmp = op; 669 tmp = op;
699 } 670 }
700 else 671 else
701 { 672 {
702 m = op->map; 673 maptile *m = op->map;
703 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
704 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
705
706 mflags = get_map_flags (m, &m, x, y, &x, &y);
707
708 if (mflags & P_OUT_OF_MAP)
709 tmp = NULL;
710 else
711 { 676
712 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 677 tmp = xy_normalise (m, x, y)
713 if (tmp->type == PLAYER) 678 ? m->at (x, y).player ()
714 break; 679 : 0;
715 }
716 } 680 }
681
717 /* didn't find a player there, look in current square for a player */ 682 /* didn't find a player there, look in current square for a player */
718 if (tmp == NULL) 683 if (!tmp)
719 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 684 tmp = op->ms ().player ();
720 {
721 if (tmp->type == PLAYER)
722 break;
723 }
724 685
725 return tmp; 686 return tmp;
726} 687}
727 688
728 689
738 * any, otherwise -1. 699 * any, otherwise -1.
739 * note that exclude can be NULL, in which case all bets are off. 700 * note that exclude can be NULL, in which case all bets are off.
740 */ 701 */
741 702
742int 703int
743spell_find_dir (mapstruct *m, int x, int y, object *exclude) 704spell_find_dir (maptile *m, int x, int y, object *exclude)
744{ 705{
745 int i, max = SIZEOFFREE; 706 int i, max = SIZEOFFREE;
746 sint16 nx, ny; 707 sint16 nx, ny;
747 int owner_type = 0, mflags; 708 int owner_type = 0, mflags;
748 object *tmp; 709 object *tmp;
749 mapstruct *mp; 710 maptile *mp;
750 711
751 if (exclude && exclude->head) 712 if (exclude && exclude->head)
752 exclude = exclude->head; 713 exclude = exclude->head;
753 if (exclude && exclude->type) 714 if (exclude && exclude->type)
754 owner_type = exclude->type; 715 owner_type = exclude->type;
760 mp = m; 721 mp = m;
761 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 722 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
762 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 723 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
763 continue; 724 continue;
764 725
765 tmp = get_map_ob (mp, nx, ny); 726 tmp = GET_MAP_OB (mp, nx, ny);
766 727
767 while (tmp != NULL && (((owner_type == PLAYER && 728 while (tmp != NULL && (((owner_type == PLAYER &&
768 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 729 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
769 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 730 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
770 tmp = tmp->above; 731 tmp = tmp->above;
773 return freedir[i]; 734 return freedir[i];
774 } 735 }
775 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
776} 737}
777 738
778
779
780/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
781 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
782 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
783 */ 742 */
784
785void 743void
786put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
787{ 745{
788 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
789 archetype *at; 747 archetype *at;
825 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
826 784
827 insert_ob_in_map (head, op->map, op, 0); 785 insert_ob_in_map (head, op->map, op, 0);
828 786
829 /* thought it'd be cool to insert a burnout, too. */ 787 /* thought it'd be cool to insert a burnout, too. */
830 tmp = get_archetype ("burnout"); 788 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
831 tmp->map = op->map;
832 tmp->x = op->x + freearr_x[dir];
833 tmp->y = op->y + freearr_y[dir];
834 insert_ob_in_map (tmp, op->map, op, 0);
835 } 789 }
836} 790}
837 791
838/* peterm: function which summons hostile monsters and 792/* peterm: function which summons hostile monsters and
839 * places them in nearby squares. 793 * places them in nearby squares.
866{ 820{
867 int attacktype; 821 int attacktype;
868 int face; 822 int face;
869} ATTACKS[22] = 823} ATTACKS[22] =
870{ 824{
871 {
872 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
873 {
874 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
875 {
876 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
877 {
878 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
879 {
880 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
881 {
882 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
883 {
884 AT_FIRE, 2}, 831 { AT_FIRE, 2},
885 {
886 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
887 {
888 AT_FIRE, 2}, 833 { AT_FIRE, 2},
889 {
890 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
891 {
892 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
893 {
894 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
895 {
896 AT_COLD, 4}, 837 { AT_COLD, 4},
897 {
898 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
899 {
900 AT_COLD, 4}, 839 { AT_COLD, 4},
901 {
902 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
903 {
904 AT_POISON, 7}, 841 { AT_POISON, 7},
905 {
906 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
907 {
908 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
909 {
910 AT_SLOW, 8}, 844 { AT_SLOW, 8},
911 {
912 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
913 {
914AT_FEAR, 10}}; 846 { AT_FEAR, 10},
915 847};
916
917 848
918/* shuffle_attack: peterm 849/* shuffle_attack: peterm
919 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
920 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
921 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
966 if (failure <= -20 && failure > -40) /* wonder */ 897 if (failure <= -20 && failure > -40) /* wonder */
967 { 898 {
968 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 899 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
969 tmp = get_archetype (SPELL_WONDER); 900 tmp = get_archetype (SPELL_WONDER);
970 cast_cone (op, op, 0, tmp); 901 cast_cone (op, op, 0, tmp);
971 free_object (tmp); 902 tmp->destroy ();
972 } 903 }
973 904
974 else if (failure <= -40 && failure > -60) /* confusion */ 905 else if (failure <= -40 && failure > -60) /* confusion */
975 { 906 {
976 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 907 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
1010 if (failure <= -20 && failure > -40) /* wonder */ 941 if (failure <= -20 && failure > -40) /* wonder */
1011 { 942 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 943 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1013 tmp = get_archetype (SPELL_WONDER); 944 tmp = get_archetype (SPELL_WONDER);
1014 cast_cone (op, op, 0, tmp); 945 cast_cone (op, op, 0, tmp);
1015 free_object (tmp); 946 tmp->destroy ();
1016 } 947 }
1017 948
1018 else if (failure <= -40 && failure > -60) /* confusion */ 949 else if (failure <= -40 && failure > -60) /* confusion */
1019 { 950 {
1020 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 951 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1039 else 970 else
1040 { 971 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 972 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1042 tmp = get_archetype (LOOSE_MANA); 973 tmp = get_archetype (LOOSE_MANA);
1043 tmp->level = skill->level; 974 tmp->level = skill->level;
1044 tmp->x = op->x;
1045 tmp->y = op->y;
1046 975
1047 /* increase the area of destruction a little for more powerful spells */ 976 /* increase the area of destruction a little for more powerful spells */
1048 tmp->range += isqrt (power); 977 tmp->range += isqrt (power);
1049 978
1050 if (power > 25) 979 if (power > 25)
1051 tmp->stats.dam = 25 + isqrt (power); 980 tmp->stats.dam = 25 + isqrt (power);
1052 else 981 else
1053 tmp->stats.dam = power; /* nasty recoils! */ 982 tmp->stats.dam = power; /* nasty recoils! */
1054 983
1055 tmp->stats.maxhp = tmp->count; 984 tmp->stats.maxhp = tmp->count;
1056 insert_ob_in_map (tmp, op->map, NULL, 0); 985
986 tmp->insert_at (op);
1057 } 987 }
1058 } 988 }
1059} 989}
1060 990
1061int 991int
1062cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 992cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1063{ 993{
1064 int success; 994 int success;
1065 player *pl;
1066 object *spell; 995 object *spell;
1067 996
1068 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1069 { 998 {
1070 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1075 /* Always cast spell on caster */ 1004 /* Always cast spell on caster */
1076 success = cast_spell (op, caster, dir, spell, stringarg); 1005 success = cast_spell (op, caster, dir, spell, stringarg);
1077 1006
1078 if (caster->contr->party == NULL) 1007 if (caster->contr->party == NULL)
1079 { 1008 {
1080 remove_ob (spell); 1009 spell->remove ();
1081 return success; 1010 return success;
1082 } 1011 }
1083 for (pl = first_player; pl != NULL; pl = pl->next) 1012 for_all_players (pl)
1084 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1085 { 1014 {
1086 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1087 } 1016 }
1088 remove_ob (spell); 1017 spell->remove ();
1089 return success; 1018 return success;
1090} 1019}
1091 1020
1092/* This is where the main dispatch when someone casts a spell. 1021/* This is where the main dispatch when someone casts a spell.
1093 * 1022 *
1114 * 1043 *
1115 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1044 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1116 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1117 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1118 */ 1047 */
1119
1120int 1048int
1121cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1122{ 1050{
1123 const char *godname; 1051 const char *godname;
1124 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1125 object *skill = NULL; 1053 object *skill = NULL;
1126
1127 old_shoottype = op->contr ? op->contr->shoottype : 0;
1128 1054
1129 if (!spell_ob) 1055 if (!spell_ob)
1130 { 1056 {
1131 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1132 return 0; 1058 return 0;
1143 } 1069 }
1144 1070
1145 /* if caster is a spell casting object, this normally shouldn't be 1071 /* if caster is a spell casting object, this normally shouldn't be
1146 * an issue, because they don't have any spellpaths set up. 1072 * an issue, because they don't have any spellpaths set up.
1147 */ 1073 */
1148 if (caster->path_denied & spell_ob->path_attuned) 1074 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1149 { 1075 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 1076 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1151 return 0; 1077 return 0;
1152 } 1078 }
1153 1079
1186 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1187 { 1113 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1189 return 0; 1115 return 0;
1190 } 1116 }
1117
1191 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1192 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1193 { 1120 {
1194 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1195 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1208 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1209 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1210 { 1137 {
1211 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1212 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1213 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1214 {
1215 op->casting_time = -1; 1142 op->casting_time = -1;
1216 } 1143
1217 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1218 return 0; 1145 return 0;
1219 } 1146 }
1220 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1221 { 1148 {
1224 if (failure < 0) 1151 if (failure < 0)
1225 { 1152 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1227 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1228 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1229 op->contr->shoottype = (rangetype) old_shoottype; 1156
1230 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1231 return 0; 1158 return 0;
1232 } 1159 }
1233 } 1160 }
1234 } 1161 }
1257 { 1184 {
1258 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1259 return 0; 1186 return 0;
1260 1187
1261 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1263 else 1190 else
1264 switch (op->contr->shoottype)
1265 {
1266 case range_magic:
1267 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1268 break; 1192
1269 case range_misc:
1270 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1271 break;
1272 case range_golem:
1273 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1274 break;
1275 default:
1276 break;
1277 }
1278 return 0; 1193 return 0;
1279 } 1194 }
1280 1195
1281 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1282 { 1197 {
1288 * spell is actually cast, it knows about the stringarg. 1203 * spell is actually cast, it knows about the stringarg.
1289 * necessary for the invoke command spells. 1204 * necessary for the invoke command spells.
1290 */ 1205 */
1291 if (stringarg) 1206 if (stringarg)
1292 { 1207 {
1293 op->spellarg = strdup_local (stringarg); 1208 op->spellarg = strdup (stringarg);
1294 } 1209 }
1295 else 1210 else
1296 op->spellarg = NULL; 1211 op->spellarg = NULL;
1297 return 0; 1212 return 0;
1298 } 1213 }
1400 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1401 break; 1316 break;
1402 1317
1403 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1404 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1405 old_shoottype = range_golem;
1406 break; 1320 break;
1407 1321
1408 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1409 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1410 * moved. 1324 * moved.
1543 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1544 break; 1458 break;
1545 1459
1546 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1547 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1548 old_shoottype = range_golem;
1549 break; 1462 break;
1550 1463
1551 case SP_LIGHT: 1464 case SP_LIGHT:
1552 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1553 break; 1466 break;
1588 1501
1589 /* free the spell arg */ 1502 /* free the spell arg */
1590 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1591 { 1504 {
1592 free (stringarg); 1505 free (stringarg);
1593 stringarg = NULL; 1506 stringarg = 0;
1594 } 1507 }
1595 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1596 * to something like use_magic_item, but you really want to be able to fire
1597 * it again.
1598 */
1599 if (op->contr)
1600 op->contr->shoottype = (rangetype) old_shoottype;
1601 1508
1602 return success; 1509 return success;
1603} 1510}
1604 1511
1605 1512
1691 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1598 if (QUERY_FLAG (victim, FLAG_ALIVE))
1692 { 1599 {
1693 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1600 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1694 1601
1695 if (!spell->destroyed ()) 1602 if (!spell->destroyed ())
1696 { 1603 spell->destroy ();
1697 remove_ob (spell);
1698 free_object (spell);
1699 }
1700 } 1604 }
1701 break; 1605 break;
1702 1606
1703 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1706 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1707 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1708 break; 1612 break;
1709 } 1613 }
1710} 1614}

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