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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.79 by root, Mon Sep 29 06:32:09 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 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 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
37 */ 36 */
38object * 37object *
39find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
40{ 39{
41 int k = 0, s; 40 int k = 0, s;
42 object *tmp;
43 41
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 44 k++;
47 45
48 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
49 if (!k) 47 if (!k)
50 return NULL; 48 return NULL;
51 49
52 s = RANDOM () % k; 50 s = RANDOM () % k;
53 51
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 54 if (!s)
58 return tmp; 55 return tmp;
59 else 56 else
60 s--; 57 s--;
61 } 58
62 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
63 return NULL; 60 return 0;
64} 61}
65 62
66/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
76{ 73{
77 if (caster == op && spob->skill) 74 if (caster == op && spob->skill)
78 dest->skill = spob->skill; 75 dest->skill = spob->skill;
79 else 76 else
80 dest->skill = caster->skill; 77 dest->skill = caster->skill;
81}
82
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149} 78}
150 79
151/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
152 * 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
153 */ 82 */
169 * Returns modified level. 98 * Returns modified level.
170 */ 99 */
171int 100int
172min_casting_level (object *caster, object *spell) 101min_casting_level (object *caster, object *spell)
173{ 102{
174 int new_level;
175
176 if (caster->path_denied & spell->path_attuned) 103 if (caster->path_denied & spell->path_attuned)
177 return 1; 104 return 1;
178 105
179 new_level = spell->level 106 int new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0)
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 109
183 return max (1, new_level); 110 return max (1, new_level);
184} 111}
185 112
186/* This function returns the effective level the spell 113/* This function returns the effective level the spell
187 * is being cast at. 114 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 115 */
192int 116int
193caster_level (object *caster, object *spell) 117casting_level (object *caster, object *spell)
194{ 118{
195 int level = caster->level; 119 int level = caster->level;
196
197 /* If this is a player, try to find the matching skill */
198 if (caster->type == PLAYER && spell->skill)
199 for (int i = 0; i < NUM_SKILLS; i++)
200 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
201 {
202 level = caster->contr->last_skill_ob[i]->level;
203 break;
204 }
205 120
206 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 121 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 122 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 { 123 {
209 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 124 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
210 int sk_level = skill ? skill->level : 1; 125 int sk_level = skill ? skill->level : 1;
211 126
212 level = MIN (level, sk_level + level / 10 + 1); 127 level = min (level, sk_level + level / 10 + 1);
213 } 128 }
129 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
130 if (object *skill = caster->contr->find_skill (spell->skill))
131 level = skill->level;
132
133 // now scale the effective level from the startinglevel..100 range to 1..100
134 if (level < 100)
135 level = lerp (level, (int)spell->level, 100, 1, 100);
214 136
215 /* Got valid caster level. Now adjust for attunement */ 137 /* Got valid caster level. Now adjust for attunement */
138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 if (caster->path_repelled & spell->path_attuned)
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level -= ATTUNE_REPELL;
218 145
219 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places. 147 * errors in various places.
221 */ 148 */
222 return max (level, 1); 149 return max (level, 1);
231 * caster is what is casting the spell, can be op. 158 * caster is what is casting the spell, can be op.
232 * spell is the spell object. 159 * spell is the spell object.
233 * Note that it is now possible for a spell to cost both grace and 160 * Note that it is now possible for a spell to cost both grace and
234 * mana. In that case, we return which ever value is higher. 161 * mana. In that case, we return which ever value is higher.
235 */ 162 */
236
237sint16 163sint16
238SP_level_spellpoint_cost (object *caster, object *spell, int flags) 164SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239{ 165{
240 int sp, grace, level = caster_level (caster, spell); 166 int sp, grace, level = casting_level (caster, spell);
241 167
242 if (settings.spellpoint_level_depend == TRUE) 168 if (settings.spellpoint_level_depend == TRUE)
243 { 169 {
244 if (spell->stats.sp && spell->stats.maxsp) 170 if (spell->stats.sp && spell->stats.maxsp)
245 { 171 {
266 else 192 else
267 { 193 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 194 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 195 if (spell->stats.sp && !sp)
270 sp = 1; 196 sp = 1;
197
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 198 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 199 if (spell->stats.grace && !grace)
273 grace = 1; 200 grace = 1;
274 } 201 }
202
275 if (flags == SPELL_HIGHEST) 203 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 204 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 205 else if (flags == SPELL_GRACE)
278 return grace; 206 return grace;
279 else if (flags == SPELL_MANA) 207 else if (flags == SPELL_MANA)
283 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 211 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
284 return 0; 212 return 0;
285 } 213 }
286} 214}
287 215
216/*
217 * Return the effective casting level of the spell.
218 * To make spells independent of their starting level, this function
219 * scales the range spellstartlevel .. 100 into the range 1..100
220 */
221static int
222SP_casting_level (object *caster, object *spell)
223{
224 return casting_level (caster, spell);
225}
288 226
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 227/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 228 * spob is the spell we are adjusting.
291 */ 229 */
292int 230int
293SP_level_dam_adjust (object *caster, object *spob) 231SP_level_dam_adjust (object *caster, object *spob)
294{ 232{
295 int level = caster_level (caster, spob);
296 int adj = level - min_casting_level (caster, spob);
297
298 if (adj < 0)
299 adj = 0;
300 if (spob->dam_modifier) 233 if (!spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj; 234 return 0;
235
236 return SP_casting_level (caster, spob) / spob->dam_modifier;
305} 237}
306 238
307/* Adjust the strength of the spell based on level. 239/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 240 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 241 * but instead looks at the level_modifier value.
310 */ 242 */
311int 243int
312SP_level_duration_adjust (object *caster, object *spob) 244SP_level_duration_adjust (object *caster, object *spob)
313{ 245{
314 int level = caster_level (caster, spob);
315 int adj = level - min_casting_level (caster, spob);
316
317 if (adj < 0)
318 adj = 0;
319 if (spob->duration_modifier) 246 if (!spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj; 247 return 0;
248
249 return SP_casting_level (caster, spob) / spob->duration_modifier;
325} 250}
326 251
327/* Adjust the strength of the spell based on level. 252/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 253 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 254 * but instead looks at the level_modifier value.
330 */ 255 */
331int 256int
332SP_level_range_adjust (object *caster, object *spob) 257SP_level_range_adjust (object *caster, object *spob)
333{ 258{
334 int level = caster_level (caster, spob);
335 int adj = level - min_casting_level (caster, spob);
336
337 if (adj < 0)
338 adj = 0;
339 if (spob->range_modifier) 259 if (!spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj; 260 return 0;
261
262 return SP_casting_level (caster, spob) / spob->range_modifier;
345} 263}
346 264
347/* Checks to see if player knows the spell. If the name is the same 265/* Checks to see if player knows the spell. If the name is the same
348 * as an existing spell, we presume they know it. 266 * as an existing spell, we presume they know it.
349 * returns 1 if they know the spell, 0 if they don't. 267 * returns 1 if they know the spell, 0 if they don't.
350 */ 268 */
351object * 269object *
352check_spell_known (object *op, const char *name) 270check_spell_known (object *op, const char *name)
353{ 271{
354 object *spop; 272 object *spop;
273 shstr_cmp name_ (name);
355 274
356 for (spop = op->inv; spop; spop = spop->below) 275 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 276 if (spop->type == SPELL && spop->name == name)
358 return spop; 277 return spop;
359 278
360 return NULL; 279 return 0;
361} 280}
362 281
363 282
364/* 283/*
365 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
423 * eg, updated for tiled maps. 342 * eg, updated for tiled maps.
424 */ 343 */
425int 344int
426reflwall (maptile *m, int x, int y, object *sp_op) 345reflwall (maptile *m, int x, int y, object *sp_op)
427{ 346{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 347 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 348 return 0;
349
432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 350 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 351 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 352 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 353 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 354 return 1;
437 355
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 376 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 377 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 378 dir = 0;
461 } 379 }
462 380
381 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 382 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 383 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 384 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 385 dir ? 0 : INS_BELOW_ORIGINATOR);
467 386
481{ 400{
482 if (!xy_normalise (m, x, y)) 401 if (!xy_normalise (m, x, y))
483 return 0; 402 return 0;
484 403
485 mapspace &ms = m->at (x, y); 404 mapspace &ms = m->at (x, y);
405 ms.update ();
486 406
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 408 return 0;
489 409
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 410 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 /* 446 /*
527 * Combine similar spell effects into one spell effect. Needed for 447 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 448 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 449 * playability reasons.
530 */ 450 */
531 if (tmp->arch == op->arch 451 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 452 && tmp->type == op->type
533 && tmp->subtype == op->subtype 453 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 454 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 455 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 456 {
557 * dir: direction to fire in. 477 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 478 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 479 * to fire.
560 * returns 0 on failure, 1 on success. 480 * returns 0 on failure, 1 on success.
561 */ 481 */
562
563int 482int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 483fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 484{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 485 if (!spell->other_arch)
571 return 0; 486 return 0;
572 487
573 m = op->map; 488 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 489
580 tmp = arch_to_object (spell->other_arch); 490 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 491 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 492
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 493 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 494 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 495 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 496 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 497 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 498 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 499 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 500 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 501 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 502 set_spell_skill (op, caster, spell, tmp);
607 503
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 504 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 505 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 506 if (!tailor_god_spell (tmp, op))
612 return 0; 507 return 0;
613 } 508
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 509 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 510 SET_ANIMATION (tmp, dir);
616 511
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 512 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 513 move_spell_effect (tmp);
619 514
620 return 1; 515 return 1;
621} 516}
622 517
627 ****************************************************************************/ 522 ****************************************************************************/
628void 523void
629regenerate_rod (object *rod) 524regenerate_rod (object *rod)
630{ 525{
631 if (rod->stats.hp < rod->stats.maxhp) 526 if (rod->stats.hp < rod->stats.maxhp)
632 { 527 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
633 rod->stats.hp += 1 + rod->stats.maxhp / 10;
634
635 if (rod->stats.hp > rod->stats.maxhp)
636 rod->stats.hp = rod->stats.maxhp;
637 }
638} 528}
639
640 529
641void 530void
642drain_rod_charge (object *rod) 531drain_rod_charge (object *rod)
643{ 532{
644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 533 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
683 if (!tmp) 572 if (!tmp)
684 tmp = op->ms ().player (); 573 tmp = op->ms ().player ();
685 574
686 return tmp; 575 return tmp;
687} 576}
688
689
690 577
691/* raytrace: 578/* raytrace:
692 * spell_find_dir(map, x, y, exclude) will search first the center square 579 * spell_find_dir(map, x, y, exclude) will search first the center square
693 * then some close squares in the given map at the given coordinates for 580 * then some close squares in the given map at the given coordinates for
694 * live objects. 581 * live objects.
697 * monsters/generators only. If not, the spell will hunt players only. 584 * monsters/generators only. If not, the spell will hunt players only.
698 * It returns the direction toward the first/closest live object if it finds 585 * It returns the direction toward the first/closest live object if it finds
699 * any, otherwise -1. 586 * any, otherwise -1.
700 * note that exclude can be NULL, in which case all bets are off. 587 * note that exclude can be NULL, in which case all bets are off.
701 */ 588 */
702
703int 589int
704spell_find_dir (maptile *m, int x, int y, object *exclude) 590spell_find_dir (maptile *m, int x, int y, object *exclude)
705{ 591{
706 int i, max = SIZEOFFREE; 592 int i, max = SIZEOFFREE;
707 sint16 nx, ny; 593 sint16 nx, ny;
754 640
755 /* find a free square nearby 641 /* find a free square nearby
756 * first we check the closest square for free squares 642 * first we check the closest square for free squares
757 */ 643 */
758 644
759 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 645 dir = find_first_free_spot (at, op->map, op->x, op->y);
760 if (dir != -1) 646 if (dir != -1)
761 { 647 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 648 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 649 * insert multipart monsters properly
764 */ 650 */
651 //TODO: use expand_tail + ...
765 while (at != NULL) 652 while (at != NULL)
766 { 653 {
767 tmp = arch_to_object (at); 654 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 655 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 656 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 657 tmp->map = op->map;
771 if (head) 658 if (head)
772 { 659 {
773 tmp->head = head; 660 tmp->head = head;
774 prev->more = tmp; 661 prev->more = tmp;
775 } 662 }
663
776 if (!head) 664 if (!head)
777 head = tmp; 665 head = tmp;
666
778 prev = tmp; 667 prev = tmp;
668
779 at = at->more; 669 at = (archetype *)at->more;
780 } 670 }
781 671
782 if (head->randomitems) 672 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 673 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 674
785 insert_ob_in_map (head, op->map, op, 0); 675 insert_ob_in_map (head, op->map, op, 0);
786 676
787 /* thought it'd be cool to insert a burnout, too. */ 677 /* thought it'd be cool to insert a burnout, too. */
788 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 678 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
789 } 679 }
790} 680}
791 681
792/* peterm: function which summons hostile monsters and 682/* peterm: function which summons hostile monsters and
793 * places them in nearby squares. 683 * places them in nearby squares.
997 if (!spell_ob->other_arch) 887 if (!spell_ob->other_arch)
998 { 888 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 889 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 890 return 0;
1001 } 891 }
892
1002 spell = arch_to_object (spell_ob->other_arch); 893 spell = arch_to_object (spell_ob->other_arch);
1003 894
1004 /* Always cast spell on caster */ 895 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 896 success = cast_spell (op, caster, dir, spell, stringarg);
1006 897
1007 if (caster->contr->party == NULL) 898 if (caster->contr->party == NULL)
1008 { 899 {
1009 spell->remove (); 900 spell->remove ();
1010 return success; 901 return success;
1011 } 902 }
903
1012 for_all_players (pl) 904 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 905 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1014 {
1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 906 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016 } 907
1017 spell->remove (); 908 spell->remove ();
1018 return success; 909 return success;
1019} 910}
1020 911
1021/* This is where the main dispatch when someone casts a spell. 912/* This is where the main dispatch when someone casts a spell.
1047 */ 938 */
1048int 939int
1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 940cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1050{ 941{
1051 const char *godname; 942 const char *godname;
1052 int success = 0, mflags, cast_level = 0; 943 int success = 0, cast_level = 0;
1053 object *skill = NULL; 944 object *skill = NULL;
1054 945
1055 if (!spell_ob) 946 if (!spell_ob)
1056 { 947 {
1057 LOG (llevError, "cast_spell: null spell object passed\n"); 948 LOG (llevError, "cast_spell: null spell object passed\n");
1086 * need to have the right skill pointer passed, so we need to 977 * need to have the right skill pointer passed, so we need to
1087 * at least process that code. 978 * at least process that code.
1088 */ 979 */
1089 if (op->type == PLAYER && op == caster) 980 if (op->type == PLAYER && op == caster)
1090 { 981 {
1091 cast_level = caster_level (caster, spell_ob);
1092 if (spell_ob->skill) 982 if (spell_ob->skill)
1093 { 983 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 984 skill = find_skill_by_name (op, spell_ob->skill);
985
1095 if (!skill) 986 if (!skill)
1096 { 987 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 988 op->failmsg (format ("You need the skill %s to cast %s! "
989 "H<You either need to learn the skill via a skill scroll "
990 "or you need to wear a talisman or holy symbol.>",
991 &spell_ob->skill, &spell_ob->name));
1098 return 0; 992 return 0;
1099 } 993 }
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 994
995 const char *msg = "";
996
997 int caster_level = skill->level;
998
999 if (op->path_attuned & spell_ob->path_attuned)
1101 { 1000 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1001 caster_level += ATTUNE_REPELL;
1002 msg = " (attuned)";
1003 }
1004
1005 if (op->path_repelled & spell_ob->path_attuned)
1006 {
1007 caster_level = ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)";
1009 }
1010
1011 int casting_level = min_casting_level (op, spell_ob);
1012
1013 if (casting_level > caster_level)
1014 {
1015 op->failmsg (format ("You lack enough skill to cast that spell! "
1016 "H<Your effective cast level is %d%s, but level %d is required.>",
1017 caster_level, msg, casting_level));
1018 if (!op->is_wiz ())
1103 return 0; 1019 return 0;
1104 } 1020 }
1105 } 1021 }
1022
1106 /* If the caster is the wiz, they don't ever fail, and don't have 1023 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1024 * to have sufficient grace/mana.
1108 */ 1025 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1026 if (!QUERY_FLAG (op, FLAG_WIZ))
1110 { 1027 {
1111 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1028 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1029 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1113 { 1030 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1031 op->failmsg ("You don't have enough mana!");
1115 return 0; 1032 return 0;
1116 } 1033 }
1117 1034
1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1035 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1036 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1120 { 1037 {
1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1038 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1039 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1123 {
1124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1040 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1125 }
1126 else 1041 else
1127 { 1042 {
1128 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1043 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1044 op->failmsg (format ("%s ignores your prayer.", godname));
1130 return 0; 1045 return 0;
1131 } 1046 }
1132 } 1047 }
1133 1048
1134 /* player/monster is trying to cast the spell. might fumble it */ 1049 /* player/monster is trying to cast the spell. might fumble it */
1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1050 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1051 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1052 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1053 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1054 op->failmsg ("You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1055
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1056 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1057 return 0;
1146 } 1058 }
1147 else if (spell_ob->stats.sp) 1059 else if (spell_ob->stats.sp)
1148 { 1060 {
1149 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1061 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150 1062
1151 if (failure < 0) 1063 if (failure < 0)
1152 { 1064 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1065 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1154 if (settings.spell_failure_effects == TRUE) 1066 if (settings.spell_failure_effects == TRUE)
1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1067 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 1068
1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1069 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158 return 0; 1070 return 0;
1159 } 1071 }
1160 } 1072 }
1161 } 1073 }
1162 } 1074 }
1163 1075
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1076 int mflags = op->ms ().flags ();
1165 1077
1166 /* See if we can cast a spell here. If the caster and op are 1078 /* See if we can cast a spell here. If the caster and op are
1167 * not alive, then this would mean that the mapmaker put the 1079 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1080 * objects on the space - presume that they know what they are
1169 * doing. 1081 * doing.
1170 */ 1082 */
1171 1083
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1084 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1085 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1086 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1087 return 0;
1176 } 1088 }
1177 1089
1178 if ((spell_ob->type == SPELL) 1090 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1091 && (caster->type != POTION)
1184 { 1096 {
1185 if (op->type != PLAYER) 1097 if (op->type != PLAYER)
1186 return 0; 1098 return 0;
1187 1099
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1100 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1101 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else 1102 else if (object *item = op->contr->ranged_ob)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1192
1193 return 0;
1194 }
1195
1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1197 {
1198 if (op->casting_time == -1)
1199 { /* begin the casting */
1200 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1201 op->spell = spell_ob;
1202 /* put the stringarg into the object struct so that when the
1203 * spell is actually cast, it knows about the stringarg.
1204 * necessary for the invoke command spells.
1205 */
1206 if (stringarg)
1207 { 1103 {
1208 op->spellarg = strdup (stringarg); 1104 if (item->type == SPELL)
1209 } 1105 op->failmsg ("Something blocks your spellcasting.");
1106 else if (item->type == SCROLL)
1107 op->failmsg ("Something blocks the magic of your scroll.");
1210 else 1108 else
1211 op->spellarg = NULL; 1109 op->failmsg ("Something blocks the magic of your item.");
1212 return 0;
1213 }
1214 else if (op->casting_time != 0)
1215 {
1216 if (op->type == PLAYER)
1217 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1218 return 0;
1219 } 1110 }
1220 else 1111 else
1221 { /* casting_time == 0 */ 1112 op->failmsg ("Something blocks the spell!");
1222 op->casting_time = -1; 1113
1223 spell_ob = op->spell; 1114 return 0;
1224 stringarg = op->spellarg;
1225 }
1226 }
1227 else
1228 { 1115 }
1116
1229 /* Take into account how long it takes to cast the spell. 1117 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1118 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1119 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1120 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1121 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1122 * the player any time.
1235 * Ignore casting time for firewalls 1123 * Ignore casting time for firewalls
1124 */
1125 if (caster == op && caster->type != FIREWALL)
1126 {
1127 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1128 /* Other portions of the code may also decrement the speed of the player, so
1129 * put a lower limit so that the player isn't stuck here too long
1236 */ 1130 */
1237 if (caster == op && caster->type != FIREWALL)
1238 {
1239 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1240 /* Other portions of the code may also decrement the speed of the player, so
1241 * put a lower limit so that the player isn't stuck here too long
1242 */
1243 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1131 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1244 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1132 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1245 } 1133 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1134 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1247 {
1248 op->speed_left -= 2 * FABS (op->speed); 1135 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1136
1252 if (op->type == PLAYER && op == caster) 1137 if (op->type == PLAYER && op == caster)
1253 { 1138 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1139 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1255 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1140 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1262 if (op != caster && !skill && caster->skill) 1147 if (op != caster && !skill && caster->skill)
1263 { 1148 {
1264 skill = find_skill_by_name (op, caster->skill); 1149 skill = find_skill_by_name (op, caster->skill);
1265 if (!skill) 1150 if (!skill)
1266 { 1151 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1152 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1268 return 0; 1153 return 0;
1269 } 1154 }
1155
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1156 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1157 }
1158
1159 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1160 return RESULT_INT (0);
1272 1161
1273 switch (spell_ob->subtype) 1162 switch (spell_ob->subtype)
1274 { 1163 {
1275 /* The order of case statements is same as the order they show up 1164 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1165 * in in spells.h.
1277 */ 1166 */
1278 case SP_RAISE_DEAD: 1167 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1168 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1169 break;
1281 1170
1282 case SP_RUNE: 1171 case SP_RUNE:
1310 case SP_SMITE: 1199 case SP_SMITE:
1311 success = cast_smite_spell (op, caster, dir, spell_ob); 1200 success = cast_smite_spell (op, caster, dir, spell_ob);
1312 break; 1201 break;
1313 1202
1314 case SP_MAGIC_MISSILE: 1203 case SP_MAGIC_MISSILE:
1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1204 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1316 break; 1205 break;
1317 1206
1318 case SP_SUMMON_GOLEM: 1207 case SP_SUMMON_GOLEM:
1319 success = summon_golem (op, caster, dir, spell_ob); 1208 success = summon_golem (op, caster, dir, spell_ob);
1320 break; 1209 break;
1397#ifdef NO_POLYMORPH 1286#ifdef NO_POLYMORPH
1398 /* Not great, but at least provide feedback so if players do have 1287 /* Not great, but at least provide feedback so if players do have
1399 * polymorph (ie, find it as a preset item or left over from before 1288 * polymorph (ie, find it as a preset item or left over from before
1400 * it was disabled), they get some feedback. 1289 * it was disabled), they get some feedback.
1401 */ 1290 */
1402 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1291 op->failmsg ("The spell fizzles!");
1403 success = 0; 1292 success = 0;
1404#else 1293#else
1405 success = cast_polymorph (op, caster, spell_ob, dir); 1294 success = cast_polymorph (op, caster, spell_ob, dir);
1406#endif 1295#endif
1407 break; 1296 break;
1427 break; 1316 break;
1428 1317
1429 case SP_MOVING_BALL: 1318 case SP_MOVING_BALL:
1430 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1319 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1431 { 1320 {
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1321 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1433 success = 0; 1322 success = 0;
1434 } 1323 }
1435 else 1324 else
1436 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1325 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1437 break; 1326 break;
1438 1327
1439 case SP_SWARM: 1328 case SP_SWARM:
1440 success = fire_swarm (op, caster, spell_ob, dir); 1329 success = fire_swarm (op, caster, spell_ob, dir);
1441 break; 1330 break;
1479 1368
1480 case SP_AURA: 1369 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1370 success = create_aura (op, caster, spell_ob);
1482 break; 1371 break;
1483 1372
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1373 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1374 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1375 break;
1491 1376
1492 default: 1377 default:
1493 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1494 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1378 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1495 }
1496
1497 /* FIXME - we need some better sound suppport */
1498 // yes, for example, augment map info with the spell effect
1499 // so clients can calculate the sounds themselves
1500 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1501
1502 /* free the spell arg */
1503 if (settings.casting_time == TRUE && stringarg)
1504 { 1379 }
1505 free (stringarg); 1380
1506 stringarg = 0; 1381 op->play_sound (
1507 } 1382 success
1383 ? spell_ob->sound
1384 ? spell_ob->sound
1385 : sound_find ("spell_success")
1386 : sound_find ("fumble_spell")
1387 );
1508 1388
1509 return success; 1389 return success;
1510} 1390}
1511 1391
1512
1513/* This is called from time.c/process_object(). That function 1392/* This is called from time.c/process_object(). That function
1514 * calls this for any SPELL_EFFECT type objects. This function 1393 * calls this for any SPELL_EFFECT type objects. This function
1515 * then dispatches them to the appropriate specific routines. 1394 * then dispatches them to the appropriate specific routines.
1516 */ 1395 */
1517void 1396void
1518move_spell_effect (object *op) 1397move_spell_effect (object *op)
1519{ 1398{
1577 check_bullet (op); 1456 check_bullet (op);
1578 return; 1457 return;
1579 } 1458 }
1580} 1459}
1581 1460
1582/* This is called by move_apply. Basically, if someone 1461/* This is called by move_apply. Basically, if someone
1583 * moves onto a spell effect and the walk_on or fly_on flags 1462 * moves onto a spell effect and the walk_on or fly_on flags
1584 * are set, this is called. This should only be called for 1463 * are set, this is called. This should only be called for
1585 * objects of the appropraite type. 1464 * objects of the appropriate type.
1586 */ 1465 */
1587void 1466void
1588apply_spell_effect (object *spell, object *victim) 1467apply_spell_effect (object *spell, object *victim)
1589{ 1468{
1590 switch (spell->subtype) 1469 switch (spell->subtype)
1610 else if (victim->materialname) 1489 else if (victim->materialname)
1611 save_throw_object (victim, spell->attacktype, spell); 1490 save_throw_object (victim, spell->attacktype, spell);
1612 break; 1491 break;
1613 } 1492 }
1614} 1493}
1494

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