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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 1.88 by root, Sun Dec 28 06:59:27 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 = rndm (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
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} 78}
82 79
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}
150
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 */
154void 83void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 85{
157 if (spob->other_arch) 86 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159} 88}
160 89
161/* 90static int
162 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod.
166 *
167 * caster is person casting the spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 92{
174 int new_level; 93 // compute the attuned/repelled bonus
175 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
177 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178
179 new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182
183 return max (1, new_level);
184} 98}
185 99
186/* This function returns the effective level the spell 100/* This function returns the effective level the spell
187 * is being cast at. 101 * 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 */ 102 */
192int 103int
193caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
194{ 105{
195 int level = caster->level; 106 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 }
205 107
206 /* 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. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 { 110 {
209 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);
210 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
211 113
212 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
213 } 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;
214 119
215 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 121
217 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);
218 127
219 /* 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
220 * errors in various places. 129 * errors in various places.
221 */ 130 */
222 return max (level, 1); 131 return max (level, 1);
231 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
232 * spell is the spell object. 141 * spell is the spell object.
233 * 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
234 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
235 */ 144 */
236
237sint16 145sint16
238SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239{ 147{
240 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
241 149
242 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
243 { 151 {
244 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
245 { 153 {
266 else 174 else
267 { 175 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
270 sp = 1; 178 sp = 1;
179
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
273 grace = 1; 182 grace = 1;
274 } 183 }
184
275 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 186 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
278 return grace; 188 return grace;
279 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
283 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);
284 return 0; 194 return 0;
285 } 195 }
286} 196}
287 197
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}
288 208
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
291 */ 211 */
292int 212int
293SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
294{ 214{
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) 215 if (!spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
305} 219}
306 220
307/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
310 */ 224 */
311int 225int
312SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
313{ 227{
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) 228 if (!spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
325} 232}
326 233
327/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
330 */ 237 */
331int 238int
332SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
333{ 240{
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) 241 if (!spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
345} 245}
346 246
347/* 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
348 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
349 * 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.
350 */ 250 */
351object * 251object *
352check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
353{ 253{
354 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
355 256
356 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
358 return spop; 259 return spop;
359 260
360 return NULL; 261 return 0;
361} 262}
362
363 263
364/* 264/*
365 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
366 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
367 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
368 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
369 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
370 * exact match, we also return NULL. 270 * exact match, we also return NULL.
371 */ 271 */
372
373object * 272object *
374lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
375{ 274{
376 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
377 int nummatch = 0; 276 int nummatch = 0;
423 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
424 */ 323 */
425int 324int
426reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
427{ 326{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 328 return 0;
329
432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 334 return 1;
437 335
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 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."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 358 dir = 0;
461 } 359 }
462 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 362 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 364 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
467 366
481{ 380{
482 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
483 return 0; 382 return 0;
484 383
485 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
486 386
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 388 return 0;
489 389
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 /* 426 /*
527 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 429 * playability reasons.
530 */ 430 */
531 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 432 && tmp->type == op->type
533 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 434 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 436 {
557 * dir: direction to fire in. 457 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 458 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 459 * to fire.
560 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
561 */ 461 */
562
563int 462int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 464{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
571 return 0; 466 return 0;
572 467
573 m = op->map; 468 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 }
579 469
580 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 471 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 }
591 472
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 479 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 480 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
607 483
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
612 return 0; 487 return 0;
613 } 488
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
616 491
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 493 move_spell_effect (tmp);
619 494
620 return 1; 495 return 1;
621} 496}
622 497
627 ****************************************************************************/ 502 ****************************************************************************/
628void 503void
629regenerate_rod (object *rod) 504regenerate_rod (object *rod)
630{ 505{
631 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
632 { 507 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} 508}
639
640 509
641void 510void
642drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
643{ 512{
644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 513 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
683 if (!tmp) 552 if (!tmp)
684 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
685 554
686 return tmp; 555 return tmp;
687} 556}
688
689
690 557
691/* raytrace: 558/* raytrace:
692 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * 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 560 * then some close squares in the given map at the given coordinates for
694 * live objects. 561 * live objects.
697 * monsters/generators only. If not, the spell will hunt players only. 564 * 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 565 * It returns the direction toward the first/closest live object if it finds
699 * any, otherwise -1. 566 * any, otherwise -1.
700 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
701 */ 568 */
702
703int 569int
704spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
705{ 571{
706 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
707 sint16 nx, ny; 573 sint16 nx, ny;
754 620
755 /* find a free square nearby 621 /* find a free square nearby
756 * first we check the closest square for free squares 622 * first we check the closest square for free squares
757 */ 623 */
758 624
759 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 625 dir = find_first_free_spot (at, op->map, op->x, op->y);
760 if (dir != -1) 626 if (dir != -1)
761 { 627 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 629 * insert multipart monsters properly
764 */ 630 */
631 //TODO: use expand_tail + ...
765 while (at != NULL) 632 while (at != NULL)
766 { 633 {
767 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 637 tmp->map = op->map;
771 if (head) 638 if (head)
772 { 639 {
773 tmp->head = head; 640 tmp->head = head;
774 prev->more = tmp; 641 prev->more = tmp;
775 } 642 }
643
776 if (!head) 644 if (!head)
777 head = tmp; 645 head = tmp;
646
778 prev = tmp; 647 prev = tmp;
648
779 at = at->more; 649 at = (archetype *)at->more;
780 } 650 }
781 651
782 if (head->randomitems) 652 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 654
785 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
786 656
787 /* thought it'd be cool to insert a burnout, too. */ 657 /* 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); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
789 } 659 }
790} 660}
791 661
792/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
793 * places them in nearby squares. 663 * places them in nearby squares.
875 { 745 {
876 SET_ANIMATION (op, ATTACKS[i].face); 746 SET_ANIMATION (op, ATTACKS[i].face);
877 } 747 }
878} 748}
879 749
880
881/* prayer_failure: This is called when a player fails 750/* prayer_failure: This is called when a player fails
882 * at casting a prayer. 751 * at casting a prayer.
883 * op is the player. 752 * op is the player.
884 * failure is basically how much grace they had. 753 * failure is basically how much grace they had.
885 * power is how much grace the spell would normally take to cast. 754 * power is how much grace the spell would normally take to cast.
886 */ 755 */
887
888void 756void
889prayer_failure (object *op, int failure, int power) 757prayer_failure (object *op, int failure, int power)
890{ 758{
891 const char *godname; 759 const char *godname;
892 object *tmp; 760 object *tmp;
997 if (!spell_ob->other_arch) 865 if (!spell_ob->other_arch)
998 { 866 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 867 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 868 return 0;
1001 } 869 }
870
1002 spell = arch_to_object (spell_ob->other_arch); 871 spell = arch_to_object (spell_ob->other_arch);
1003 872
1004 /* Always cast spell on caster */ 873 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 874 success = cast_spell (op, caster, dir, spell, stringarg);
1006 875
1007 if (caster->contr->party == NULL) 876 if (caster->contr->party == NULL)
1008 { 877 {
1009 spell->remove (); 878 spell->remove ();
1010 return success; 879 return success;
1011 } 880 }
881
1012 for_all_players (pl) 882 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 883 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); 884 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016 } 885
1017 spell->remove (); 886 spell->remove ();
1018 return success; 887 return success;
1019} 888}
1020 889
1021/* This is where the main dispatch when someone casts a spell. 890/* This is where the main dispatch when someone casts a spell.
1047 */ 916 */
1048int 917int
1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 918cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1050{ 919{
1051 const char *godname; 920 const char *godname;
1052 int success = 0, mflags, cast_level = 0; 921 int success = 0;
1053 object *skill = NULL; 922 object *skill = NULL;
1054 923
1055 if (!spell_ob) 924 if (!spell_ob)
1056 { 925 {
1057 LOG (llevError, "cast_spell: null spell object passed\n"); 926 LOG (llevError, "cast_spell: null spell object passed\n");
1086 * need to have the right skill pointer passed, so we need to 955 * need to have the right skill pointer passed, so we need to
1087 * at least process that code. 956 * at least process that code.
1088 */ 957 */
1089 if (op->type == PLAYER && op == caster) 958 if (op->type == PLAYER && op == caster)
1090 { 959 {
1091 cast_level = caster_level (caster, spell_ob);
1092 if (spell_ob->skill) 960 if (spell_ob->skill)
1093 { 961 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 962 skill = find_skill_by_name (op, spell_ob->skill);
963
1095 if (!skill) 964 if (!skill)
1096 { 965 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 966 op->failmsg (format ("You need the skill %s to cast %s! "
967 "H<You either need to learn the skill via a skill scroll "
968 "or you need to wear a talisman or holy symbol.>",
969 &spell_ob->skill, &spell_ob->name));
1098 return 0; 970 return 0;
1099 } 971 }
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 972
973 const char *msg = "";
974
975 int caster_level = skill->level;
976
977 if (op->path_attuned & spell_ob->path_attuned)
1101 { 978 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 979 caster_level += min (caster_level, ATTUNE_REPELL);
980 msg = " (attuned)";
981 }
982
983 if (op->path_repelled & spell_ob->path_attuned)
984 {
985 caster_level -= ATTUNE_REPELL; // negative is ok
986 msg = " (repelled)";
987 }
988
989 if (spell_ob->level > caster_level)
990 {
991 op->failmsg (format ("You lack enough skill to cast that spell! "
992 "H<Your effective cast level is %d%s, but level %d is required.>",
993 caster_level, msg, spell_ob->level));
994 if (!op->is_wiz ())
1103 return 0; 995 return 0;
1104 } 996 }
1105 } 997 }
998
1106 /* If the caster is the wiz, they don't ever fail, and don't have 999 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1000 * to have sufficient grace/mana.
1108 */ 1001 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1002 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1110 { 1003 {
1111 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1004 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1005 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1113 { 1006 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1007 op->failmsg ("You don't have enough mana!");
1115 return 0; 1008 return 0;
1116 } 1009 }
1117 1010
1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1011 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1012 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1120 { 1013 {
1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1014 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) 1015 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); 1016 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1125 }
1126 else 1017 else
1127 { 1018 {
1128 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1019 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); 1020 op->failmsg (format ("%s ignores your prayer.", godname));
1130 return 0; 1021 return 0;
1131 } 1022 }
1132 } 1023 }
1133 1024
1134 /* player/monster is trying to cast the spell. might fumble it */ 1025 /* player/monster is trying to cast the spell. might fumble it */
1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1026 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])) 1027 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1028 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1029 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1030 op->failmsg ("You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1031
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1032 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1033 return 0;
1146 } 1034 }
1147 else if (spell_ob->stats.sp) 1035 else if (spell_ob->stats.sp)
1148 { 1036 {
1149 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1037 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150 1038
1151 if (failure < 0) 1039 if (failure < 0)
1152 { 1040 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1041 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1154 if (settings.spell_failure_effects == TRUE) 1042 if (settings.spell_failure_effects == TRUE)
1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1043 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 1044
1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1045 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158 return 0; 1046 return 0;
1159 } 1047 }
1160 } 1048 }
1161 } 1049 }
1162 } 1050 }
1163 1051
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1052 int mflags = op->ms ().flags ();
1165 1053
1166 /* See if we can cast a spell here. If the caster and op are 1054 /* 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 1055 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1056 * objects on the space - presume that they know what they are
1169 * doing. 1057 * doing.
1170 */ 1058 */
1171 1059
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1060 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1061 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1062 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1063 return 0;
1176 } 1064 }
1177 1065
1178 if ((spell_ob->type == SPELL) 1066 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1067 && (caster->type != POTION)
1184 { 1072 {
1185 if (op->type != PLAYER) 1073 if (op->type != PLAYER)
1186 return 0; 1074 return 0;
1187 1075
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1076 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); 1077 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else 1078 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 { 1079 {
1208 op->spellarg = strdup (stringarg); 1080 if (item->type == SPELL)
1209 } 1081 op->failmsg ("Something blocks your spellcasting.");
1082 else if (item->type == SCROLL)
1083 op->failmsg ("Something blocks the magic of your scroll.");
1210 else 1084 else
1211 op->spellarg = NULL; 1085 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 } 1086 }
1220 else 1087 else
1221 { /* casting_time == 0 */ 1088 op->failmsg ("Something blocks the spell!");
1222 op->casting_time = -1; 1089
1223 spell_ob = op->spell; 1090 return 0;
1224 stringarg = op->spellarg;
1225 }
1226 }
1227 else
1228 { 1091 }
1092
1229 /* Take into account how long it takes to cast the spell. 1093 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1094 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1095 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1096 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1097 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1098 * the player any time.
1235 * Ignore casting time for firewalls 1099 * Ignore casting time for firewalls
1100 */
1101 if (caster == op && caster->type != FIREWALL)
1102 {
1103 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1104 /* Other portions of the code may also decrement the speed of the player, so
1105 * put a lower limit so that the player isn't stuck here too long
1236 */ 1106 */
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)) 1107 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); 1108 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1245 } 1109 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1110 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); 1111 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1112
1252 if (op->type == PLAYER && op == caster) 1113 if (op->type == PLAYER && op == caster)
1253 { 1114 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1115 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); 1116 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1262 if (op != caster && !skill && caster->skill) 1123 if (op != caster && !skill && caster->skill)
1263 { 1124 {
1264 skill = find_skill_by_name (op, caster->skill); 1125 skill = find_skill_by_name (op, caster->skill);
1265 if (!skill) 1126 if (!skill)
1266 { 1127 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1128 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1268 return 0; 1129 return 0;
1269 } 1130 }
1131
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1132 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1133 }
1134
1135 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1136 return RESULT_INT (0);
1272 1137
1273 switch (spell_ob->subtype) 1138 switch (spell_ob->subtype)
1274 { 1139 {
1275 /* The order of case statements is same as the order they show up 1140 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1141 * in in spells.h.
1277 */ 1142 */
1278 case SP_RAISE_DEAD: 1143 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1144 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1145 break;
1281 1146
1282 case SP_RUNE: 1147 case SP_RUNE:
1310 case SP_SMITE: 1175 case SP_SMITE:
1311 success = cast_smite_spell (op, caster, dir, spell_ob); 1176 success = cast_smite_spell (op, caster, dir, spell_ob);
1312 break; 1177 break;
1313 1178
1314 case SP_MAGIC_MISSILE: 1179 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); 1180 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1316 break; 1181 break;
1317 1182
1318 case SP_SUMMON_GOLEM: 1183 case SP_SUMMON_GOLEM:
1319 success = summon_golem (op, caster, dir, spell_ob); 1184 success = summon_golem (op, caster, dir, spell_ob);
1320 break; 1185 break;
1397#ifdef NO_POLYMORPH 1262#ifdef NO_POLYMORPH
1398 /* Not great, but at least provide feedback so if players do have 1263 /* 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 1264 * polymorph (ie, find it as a preset item or left over from before
1400 * it was disabled), they get some feedback. 1265 * it was disabled), they get some feedback.
1401 */ 1266 */
1402 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1267 op->failmsg ("The spell fizzles!");
1403 success = 0; 1268 success = 0;
1404#else 1269#else
1405 success = cast_polymorph (op, caster, spell_ob, dir); 1270 success = cast_polymorph (op, caster, spell_ob, dir);
1406#endif 1271#endif
1407 break; 1272 break;
1427 break; 1292 break;
1428 1293
1429 case SP_MOVING_BALL: 1294 case SP_MOVING_BALL:
1430 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1295 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1431 { 1296 {
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1297 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1433 success = 0; 1298 success = 0;
1434 } 1299 }
1435 else 1300 else
1436 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1301 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1437 break; 1302 break;
1438 1303
1439 case SP_SWARM: 1304 case SP_SWARM:
1440 success = fire_swarm (op, caster, spell_ob, dir); 1305 success = fire_swarm (op, caster, spell_ob, dir);
1441 break; 1306 break;
1479 1344
1480 case SP_AURA: 1345 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1346 success = create_aura (op, caster, spell_ob);
1482 break; 1347 break;
1483 1348
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1349 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1350 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1351 break;
1491 1352
1492 default: 1353 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); 1354 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 { 1355 }
1505 free (stringarg); 1356
1506 stringarg = 0; 1357 op->play_sound (
1507 } 1358 success
1359 ? spell_ob->sound
1360 ? spell_ob->sound
1361 : sound_find ("spell_success")
1362 : sound_find ("fumble_spell")
1363 );
1508 1364
1509 return success; 1365 return success;
1510} 1366}
1511 1367
1512
1513/* This is called from time.c/process_object(). That function 1368/* This is called from time.c/process_object(). That function
1514 * calls this for any SPELL_EFFECT type objects. This function 1369 * calls this for any SPELL_EFFECT type objects. This function
1515 * then dispatches them to the appropriate specific routines. 1370 * then dispatches them to the appropriate specific routines.
1516 */ 1371 */
1517void 1372void
1518move_spell_effect (object *op) 1373move_spell_effect (object *op)
1519{ 1374{
1577 check_bullet (op); 1432 check_bullet (op);
1578 return; 1433 return;
1579 } 1434 }
1580} 1435}
1581 1436
1582/* This is called by move_apply. Basically, if someone 1437/* This is called by move_apply. Basically, if someone
1583 * moves onto a spell effect and the walk_on or fly_on flags 1438 * 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 1439 * are set, this is called. This should only be called for
1585 * objects of the appropraite type. 1440 * objects of the appropriate type.
1586 */ 1441 */
1587void 1442void
1588apply_spell_effect (object *spell, object *victim) 1443apply_spell_effect (object *spell, object *victim)
1589{ 1444{
1590 switch (spell->subtype) 1445 switch (spell->subtype)
1596 1451
1597 case SP_MAGIC_MISSILE: 1452 case SP_MAGIC_MISSILE:
1598 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1453 if (QUERY_FLAG (victim, FLAG_ALIVE))
1599 { 1454 {
1600 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1455 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1601
1602 if (!spell->destroyed ())
1603 spell->destroy (); 1456 spell->destroy ();
1604 } 1457 }
1605 break; 1458 break;
1606 1459
1607 case SP_MOVING_BALL: 1460 case SP_MOVING_BALL:
1608 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (QUERY_FLAG (victim, FLAG_ALIVE))
1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1610 else if (victim->materialname) 1463 else if (victim->materialname)
1611 save_throw_object (victim, spell->attacktype, spell); 1464 save_throw_object (victim, spell->attacktype, spell);
1465
1612 break; 1466 break;
1613 } 1467 }
1614} 1468}
1469

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