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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 1.92 by root, Sun Jan 11 06:08:40 2009 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 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>
34/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used. 35 * matching spells are used.
37 */ 36 */
38object * 37object *
39find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp 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 clamp (level, 1, settings.max_level);
223} 132}
224 133
225/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
226 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
227 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
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, shstr_cmp name)
353{ 253{
354 object *spop; 254 object *spop;
355 255
356 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 257 if (spop->type == SPELL && spop->name == name)
358 return spop; 258 return spop;
359 259
360 return NULL; 260 return 0;
361} 261}
362
363 262
364/* 263/*
365 * Look at object 'op' and see if they know the spell 264 * Look at object 'op' and see if they know the spell
366 * spname. This is pretty close to check_spell_known 265 * spname. This is pretty close to check_spell_known
367 * above, but it uses a looser matching mechanism. 266 * above, but it uses a looser matching mechanism.
368 * returns the matching spell object, or NULL. 267 * returns the matching spell object, or NULL.
369 * If we match multiple spells but don't get an 268 * If we match multiple spells but don't get an
370 * exact match, we also return NULL. 269 * exact match, we also return NULL.
371 */ 270 */
372
373object * 271object *
374lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
375{ 273{
376 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
377 int nummatch = 0; 275 int nummatch = 0;
378 276
379 if (spname == NULL) 277 if (!spname)
380 return NULL; 278 return 0;
381 279
382 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
383 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
384 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
385 */ 283 */
386 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
387 { 285 {
388 if (spob->type == SPELL) 286 if (spob->type == SPELL)
389 { 287 {
288 // TODO: WTF?
390 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
391 { 290 {
392 nummatch++; 291 nummatch++;
393 spob1 = spob; 292 spob1 = spob;
394 } 293 }
399 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
400 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
401 */ 300 */
402 if (spob2) 301 if (spob2)
403 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
404 spob2 = spob; 304 spob2 = spob;
405 } 305 }
406 } 306 }
407 } 307 }
408 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
409 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
410 */ 310 */
411 if (spob2) 311 if (spob2)
412 return spob2; 312 return spob2;
313
413 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
414 return spob1; 315 return spob1;
316
415 return NULL; 317 return NULL;
416} 318}
417 319
418/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
419 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
423 * eg, updated for tiled maps. 325 * eg, updated for tiled maps.
424 */ 326 */
425int 327int
426reflwall (maptile *m, int x, int y, object *sp_op) 328reflwall (maptile *m, int x, int y, object *sp_op)
427{ 329{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 330 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 331 return 0;
332
432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 335 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 337 return 1;
437 338
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 361 dir = 0;
461 } 362 }
462 363
364 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 365 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 366 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 367 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 368 dir ? 0 : INS_BELOW_ORIGINATOR);
467 369
481{ 383{
482 if (!xy_normalise (m, x, y)) 384 if (!xy_normalise (m, x, y))
483 return 0; 385 return 0;
484 386
485 mapspace &ms = m->at (x, y); 387 mapspace &ms = m->at (x, y);
388 ms.update ();
486 389
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 391 return 0;
489 392
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 /* 429 /*
527 * Combine similar spell effects into one spell effect. Needed for 430 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 431 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 432 * playability reasons.
530 */ 433 */
531 if (tmp->arch == op->arch 434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 435 && tmp->type == op->type
533 && tmp->subtype == op->subtype 436 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 437 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 439 {
557 * dir: direction to fire in. 460 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 461 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 462 * to fire.
560 * returns 0 on failure, 1 on success. 463 * returns 0 on failure, 1 on success.
561 */ 464 */
562
563int 465int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 466fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 467{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 468 if (!spell->other_arch)
571 return 0; 469 return 0;
572 470
573 m = op->map; 471 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 }
579 472
580 tmp = arch_to_object (spell->other_arch); 473 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 474 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 }
591 475
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 476 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 477 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 478 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 479 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 480 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 481 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 482 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 483 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 484 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 485 set_spell_skill (op, caster, spell, tmp);
607 486
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 487 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 488 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 489 if (!tailor_god_spell (tmp, op))
612 return 0; 490 return 0;
613 } 491
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 492 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 493 SET_ANIMATION (tmp, dir);
616 494
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 495 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 496 move_spell_effect (tmp);
619 497
620 return 1; 498 return 1;
621} 499}
622 500
627 ****************************************************************************/ 505 ****************************************************************************/
628void 506void
629regenerate_rod (object *rod) 507regenerate_rod (object *rod)
630{ 508{
631 if (rod->stats.hp < rod->stats.maxhp) 509 if (rod->stats.hp < rod->stats.maxhp)
632 { 510 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} 511}
639
640 512
641void 513void
642drain_rod_charge (object *rod) 514drain_rod_charge (object *rod)
643{ 515{
644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 516 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
683 if (!tmp) 555 if (!tmp)
684 tmp = op->ms ().player (); 556 tmp = op->ms ().player ();
685 557
686 return tmp; 558 return tmp;
687} 559}
688
689
690 560
691/* raytrace: 561/* raytrace:
692 * spell_find_dir(map, x, y, exclude) will search first the center square 562 * spell_find_dir(map, x, y, exclude) will search first the center square
693 * then some close squares in the given map at the given coordinates for 563 * then some close squares in the given map at the given coordinates for
694 * live objects. 564 * live objects.
697 * monsters/generators only. If not, the spell will hunt players only. 567 * 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 568 * It returns the direction toward the first/closest live object if it finds
699 * any, otherwise -1. 569 * any, otherwise -1.
700 * note that exclude can be NULL, in which case all bets are off. 570 * note that exclude can be NULL, in which case all bets are off.
701 */ 571 */
702
703int 572int
704spell_find_dir (maptile *m, int x, int y, object *exclude) 573spell_find_dir (maptile *m, int x, int y, object *exclude)
705{ 574{
706 int i, max = SIZEOFFREE; 575 int i, max = SIZEOFFREE;
707 sint16 nx, ny; 576 sint16 nx, ny;
754 623
755 /* find a free square nearby 624 /* find a free square nearby
756 * first we check the closest square for free squares 625 * first we check the closest square for free squares
757 */ 626 */
758 627
759 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 628 dir = find_first_free_spot (at, op->map, op->x, op->y);
760 if (dir != -1) 629 if (dir != -1)
761 { 630 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 631 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 632 * insert multipart monsters properly
764 */ 633 */
634 //TODO: use expand_tail + ...
765 while (at != NULL) 635 while (at != NULL)
766 { 636 {
767 tmp = arch_to_object (at); 637 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 638 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 639 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 640 tmp->map = op->map;
771 if (head) 641 if (head)
772 { 642 {
773 tmp->head = head; 643 tmp->head = head;
774 prev->more = tmp; 644 prev->more = tmp;
775 } 645 }
646
776 if (!head) 647 if (!head)
777 head = tmp; 648 head = tmp;
649
778 prev = tmp; 650 prev = tmp;
651
779 at = at->more; 652 at = (archetype *)at->more;
780 } 653 }
781 654
782 if (head->randomitems) 655 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 656 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 657
785 insert_ob_in_map (head, op->map, op, 0); 658 insert_ob_in_map (head, op->map, op, 0);
786 659
787 /* thought it'd be cool to insert a burnout, too. */ 660 /* 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); 661 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
789 } 662 }
790} 663}
791 664
792/* peterm: function which summons hostile monsters and 665/* peterm: function which summons hostile monsters and
793 * places them in nearby squares. 666 * places them in nearby squares.
800 * Note that this is not used by any spells (summon evil monsters 673 * Note that this is not used by any spells (summon evil monsters
801 * use to call this, but best I can tell, that spell/ability was 674 * use to call this, but best I can tell, that spell/ability was
802 * never used. This is however used by various failures on the 675 * never used. This is however used by various failures on the
803 * players part (alchemy, reincarnation, etc) 676 * players part (alchemy, reincarnation, etc)
804 */ 677 */
805
806int 678int
807summon_hostile_monsters (object *op, int n, const char *monstername) 679summon_hostile_monsters (object *op, int n, const char *monstername)
808{ 680{
809 int i; 681 int i;
810 682
875 { 747 {
876 SET_ANIMATION (op, ATTACKS[i].face); 748 SET_ANIMATION (op, ATTACKS[i].face);
877 } 749 }
878} 750}
879 751
880
881/* prayer_failure: This is called when a player fails 752/* prayer_failure: This is called when a player fails
882 * at casting a prayer. 753 * at casting a prayer.
883 * op is the player. 754 * op is the player.
884 * failure is basically how much grace they had. 755 * failure is basically how much grace they had.
885 * power is how much grace the spell would normally take to cast. 756 * power is how much grace the spell would normally take to cast.
886 */ 757 */
887
888void 758void
889prayer_failure (object *op, int failure, int power) 759prayer_failure (object *op, int failure, int power)
890{ 760{
891 const char *godname; 761 const char *godname;
892 object *tmp; 762 object *tmp;
997 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
998 { 868 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 870 return 0;
1001 } 871 }
872
1002 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1003 874
1004 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1006 877
1007 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1008 { 879 {
1009 spell->remove (); 880 spell->remove ();
1010 return success; 881 return success;
1011 } 882 }
883
1012 for_all_players (pl) 884 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1014 {
1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016 } 887
1017 spell->remove (); 888 spell->remove ();
1018 return success; 889 return success;
1019} 890}
1020 891
1021/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1047 */ 918 */
1048int 919int
1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1050{ 921{
1051 const char *godname; 922 const char *godname;
1052 int success = 0, mflags, cast_level = 0; 923 int success = 0;
1053 object *skill = NULL; 924 object *skill = NULL;
1054 925
1055 if (!spell_ob) 926 if (!spell_ob)
1056 { 927 {
1057 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1086 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1087 * at least process that code. 958 * at least process that code.
1088 */ 959 */
1089 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1090 { 961 {
1091 cast_level = caster_level (caster, spell_ob);
1092 if (spell_ob->skill) 962 if (spell_ob->skill)
1093 { 963 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1095 if (!skill) 966 if (!skill)
1096 { 967 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1098 return 0; 972 return 0;
1099 } 973 }
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1101 { 980 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1103 return 0; 997 return 0;
1104 } 998 }
1105 } 999 }
1000
1106 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1108 */ 1003 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1110 { 1005 {
1111 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1113 { 1008 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1115 return 0; 1010 return 0;
1116 } 1011 }
1117 1012
1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1120 { 1015 {
1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1123 {
1124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1125 }
1126 else 1019 else
1127 { 1020 {
1128 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1130 return 0; 1023 return 0;
1131 } 1024 }
1132 } 1025 }
1133 1026
1134 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1030 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1033
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1035 return 0;
1146 } 1036 }
1147 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1148 { 1038 {
1149 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150 1040
1151 if (failure < 0) 1041 if (failure < 0)
1152 { 1042 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1154 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 1046
1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158 return 0; 1048 return 0;
1159 } 1049 }
1160 } 1050 }
1161 } 1051 }
1162 } 1052 }
1163 1053
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1165 1055
1166 /* See if we can cast a spell here. If the caster and op are 1056 /* See if we can cast a spell here. If the caster and op are
1167 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1169 * doing. 1059 * doing.
1170 */ 1060 */
1171 1061
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1063 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1065 return 0;
1176 } 1066 }
1177 1067
1178 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1069 && (caster->type != POTION)
1184 { 1074 {
1185 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1186 return 0; 1076 return 0;
1187 1077
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 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); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else 1080 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 { 1081 {
1208 op->spellarg = strdup (stringarg); 1082 if (item->type == SPELL)
1209 } 1083 op->failmsg ("Something blocks your spellcasting.");
1084 else if (item->type == SCROLL)
1085 op->failmsg ("Something blocks the magic of your scroll.");
1210 else 1086 else
1211 op->spellarg = NULL; 1087 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 } 1088 }
1220 else 1089 else
1221 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1222 op->casting_time = -1; 1091
1223 spell_ob = op->spell; 1092 return 0;
1224 stringarg = op->spellarg;
1225 }
1226 }
1227 else
1228 { 1093 }
1094
1229 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1096 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1100 * the player any time.
1235 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long
1236 */ 1108 */
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)) 1109 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); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1245 } 1111 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1247 {
1248 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1114
1252 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1253 { 1116 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1255 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1262 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1263 { 1126 {
1264 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1265 if (!skill) 1128 if (!skill)
1266 { 1129 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1268 return 0; 1131 return 0;
1269 } 1132 }
1133
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1272 1139
1273 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1274 { 1141 {
1275 /* The order of case statements is same as the order they show up 1142 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1143 * in in spells.h.
1277 */ 1144 */
1278 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1147 break;
1281 1148
1282 case SP_RUNE: 1149 case SP_RUNE:
1310 case SP_SMITE: 1177 case SP_SMITE:
1311 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1312 break; 1179 break;
1313 1180
1314 case SP_MAGIC_MISSILE: 1181 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); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1316 break; 1183 break;
1317 1184
1318 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1319 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1320 break; 1187 break;
1397#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1398 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1399 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1400 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1401 */ 1268 */
1402 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1403 success = 0; 1270 success = 0;
1404#else 1271#else
1405 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1406#endif 1273#endif
1407 break; 1274 break;
1427 break; 1294 break;
1428 1295
1429 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1430 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1431 { 1298 {
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1433 success = 0; 1300 success = 0;
1434 } 1301 }
1435 else 1302 else
1436 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1437 break; 1304 break;
1438 1305
1439 case SP_SWARM: 1306 case SP_SWARM:
1440 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1441 break; 1308 break;
1479 1346
1480 case SP_AURA: 1347 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1482 break; 1349 break;
1483 1350
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1353 break;
1491 1354
1492 default: 1355 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); 1356 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 { 1357 }
1505 free (stringarg); 1358
1506 stringarg = 0; 1359 op->play_sound (
1507 } 1360 success
1361 ? spell_ob->sound
1362 ? spell_ob->sound
1363 : sound_find ("spell_success")
1364 : sound_find ("fumble_spell")
1365 );
1508 1366
1509 return success; 1367 return success;
1510} 1368}
1511 1369
1512
1513/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1514 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1515 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1516 */ 1373 */
1517void 1374void
1518move_spell_effect (object *op) 1375move_spell_effect (object *op)
1519{ 1376{
1577 check_bullet (op); 1434 check_bullet (op);
1578 return; 1435 return;
1579 } 1436 }
1580} 1437}
1581 1438
1582/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1583 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1584 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1585 * objects of the appropraite type. 1442 * objects of the appropriate type.
1586 */ 1443 */
1587void 1444void
1588apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1589{ 1446{
1590 switch (spell->subtype) 1447 switch (spell->subtype)
1596 1453
1597 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1598 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1599 { 1456 {
1600 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1601
1602 if (!spell->destroyed ())
1603 spell->destroy (); 1458 spell->destroy ();
1604 } 1459 }
1605 break; 1460 break;
1606 1461
1607 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1608 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1610 else if (victim->materialname) 1465 else if (victim->materialname)
1611 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1612 break; 1468 break;
1613 } 1469 }
1614} 1470}
1471

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