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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: spell_util.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30 23
31#include <global.h> 24#include <global.h>
32#include <spells.h> 25#include <spells.h>
33#include <object.h> 26#include <object.h>
34#include <errno.h> 27#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 28#include <sproto.h>
37#endif
38#include <sounds.h> 29#include <sounds.h>
39 30
40extern char *spell_mapping[]; 31extern char *spell_mapping[];
41 32
42/* 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
43 * 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
44 * matching spells are used. 35 * matching spells are used.
45 */ 36 */
37object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
47{ 39{
48 int k=0,s; 40 int k = 0, s;
49 object *tmp; 41 object *tmp;
50 42
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 43 for (tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
53 46
54 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
55 if (!k) return NULL; 48 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 49 return NULL;
50
51 s = RANDOM () % k;
52
53 for (tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s)
57 return tmp;
58 else
59 s--;
60 }
61 /* Should never get here, but just in case */
62 return NULL;
66} 63}
67 64
68/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 68 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 69 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 70 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 71 * that object (use magic device).
75 */ 72 */
73void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 74set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 75{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 76 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 77 dest->skill = spob->skill;
81 else if (caster->skill) 78 else
82 dest->skill = add_refcount(caster->skill); 79 dest->skill = caster->skill;
83} 80}
84 81
85/* init_spells: This should really be called check_spells, as that 82/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any 83 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing 84 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time 85 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors. 86 * will result in it spitting out messages that aren't really errors.
90 */ 87 */
88void
91void init_spells(void) { 89init_spells (void)
90{
92#ifdef SPELL_DEBUG 91#ifdef SPELL_DEBUG
93 static int init_spells_done = 0; 92 static int init_spells_done = 0;
94 int i; 93 int i;
95 archetype *at; 94 archetype *at;
96 95
97 if (init_spells_done) 96 if (init_spells_done)
98 return; 97 return;
99 LOG(llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
100 99
101 for (at=first_archetype; at; at=at->next) { 100 for_all_archetypes (at)
102 if (at->clone.type == SPELL) { 101 {
103 if (at->clone.skill) { 102 if (at->type == SPELL)
104 for (i=1; i<NUM_SKILLS; i++) 103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break; 107 if (!strcmp (skill_names[i], at->skill))
106 if (i==NUM_SKILLS) { 108 break;
109 if (i == NUM_SKILLS)
110 {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
108 } 112 }
109 } 113 }
110 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
111 } 115 }
112 } 116 }
113 117
114 i=0; 118 i = 0;
115 while (spell_mapping[i]) { 119 while (spell_mapping[i])
120 {
116 if (!find_archetype(spell_mapping[i])) { 121 if (!archetype::find (spell_mapping[i]))
122 {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); 123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 } 124 }
119 i++; 125 i++;
120 } 126 }
121 LOG(llevDebug, "Checking spells completed.\n"); 127 LOG (llevDebug, "Checking spells completed.\n");
122#endif 128#endif
123} 129}
124 130
125/* Dumps all the spells - now also dumps skill associated with the spell. 131/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty 132 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
128 */ 134 */
135void
129void dump_spells(void) 136dump_spells (void)
130{ 137{
131 archetype *at; 138 archetype *at;
132 139
133 for (at=first_archetype; at; at=at->next) { 140 for_all_archetypes (at)
134 if (at->clone.type == SPELL) { 141 {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", 142 if (at->type == SPELL)
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null", 143 {
137 at->clone.skill?at->clone.skill:"null", at->clone.level); 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
138 } 145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
139 } 147 }
140} 148}
141 149
142/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map 151 * an object, sets the x,y, and calls insert_ob_in_map
144 */ 152 */
145 153void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 154spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 155{
149
150 if (spob->other_arch != NULL) { 156 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 157 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 158}
159 159
160/* 160/*
161 * This function takes a caster and spell and presents the 161 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell. 162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled 163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod 164 * spellpaths. Was called path_level_mod.
165 * 165 *
166 * caster is person casting hte spell. 166 * caster is person casting the spell.
167 * spell is the spell object. 167 * spell is the spell object.
168 * Returns modified level. 168 * Returns modified level.
169 */ 169 */
170int
170int min_casting_level(object *caster, object *spell) 171min_casting_level (object *caster, object *spell)
171{ 172{
172 int new_level; 173 int new_level;
173 174
174 if (caster->path_denied & spell->path_attuned) { 175 if (caster->path_denied & spell->path_attuned)
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1; 176 return 1;
183 } 177
184 new_level = spell->level 178 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 179 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188}
189 181
182 return max (1, new_level);
183}
190 184
191/* This function returns the effective level the spell 185/* This function returns the effective level the spell
192 * is being cast at. 186 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5. 187 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against 188 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4 189 * min_caster_level, so the difference is effectively 4
196 */ 190 */
197 191int
198int caster_level(object *caster, object *spell) 192caster_level (object *caster, object *spell)
199{ 193{
200 int level = caster->level; 194 int level = caster->level;
201 195
202 /* If this is a player, try to find the matching skill */ 196 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) { 197 if (caster->type == PLAYER && spell->skill)
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++) 198 for (int i = 0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] && 199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
208 caster->contr->last_skill_ob[i]->skill == spell->skill) { 200 {
209 level = caster->contr->last_skill_ob[i]->level; 201 level = caster->contr->last_skill_ob[i]->level;
210 break; 202 break;
211 } 203 }
212 }
213 204
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 207 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1; 209 int sk_level = skill ? skill->level : 1;
210
219 level = MIN (level, sk_level + level / 10 + 1); 211 level = MIN (level, sk_level + level / 10 + 1);
220 }
221 212 }
213
222 /* Got valid caster level. Now adjust for attunement */ 214 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 215 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 216 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
225 217
226 /* Always make this at least 1. If this is zero, we get divide by zero 218 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places. 219 * errors in various places.
228 */ 220 */
229 if (level < 1) level = 1; 221 return max (level, 1);
230 return level;
231} 222}
232 223
233/* The following function scales the spellpoint cost of 224/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 225 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 226 * lower level spells become incredibly vicious at high
240 * spell is the spell object. 231 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and 232 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher. 233 * mana. In that case, we return which ever value is higher.
243 */ 234 */
244 235
236sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 237SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 238{
247 int sp, grace, level = caster_level(caster, spell); 239 int sp, grace, level = caster_level (caster, spell);
248 240
249 if (settings.spellpoint_level_depend == TRUE) { 241 if (settings.spellpoint_level_depend == TRUE)
242 {
250 if (spell->stats.sp && spell->stats.maxsp) { 243 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 244 {
252 (1.0 + MAX(0, 245 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 246 }
254 } 247 else
255 else sp = spell->stats.sp; 248 sp = spell->stats.sp;
256 249
257 sp *= (int) PATH_SP_MULT(caster,spell); 250 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 251 if (!sp && spell->stats.sp)
252 sp = 1;
259 253
260 if (spell->stats.grace && spell->stats.maxgrace) { 254 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 255 {
262 (1.0 + MAX(0, 256 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 257 }
264 } 258 else
265 else grace = spell->stats.grace; 259 grace = spell->stats.grace;
266 260
267 grace *= (int) PATH_SP_MULT(caster,spell); 261 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 262 if (spell->stats.grace && !grace)
269 } else { 263 grace = 1;
264 }
265 else
266 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 268 if (spell->stats.sp && !sp)
269 sp = 1;
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 271 if (spell->stats.grace && !grace)
272 grace = 1;
274 } 273 }
275 if (flags == SPELL_HIGHEST) 274 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 275 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 276 else if (flags == SPELL_GRACE)
278 return grace; 277 return grace;
279 else if (flags == SPELL_MANA) 278 else if (flags == SPELL_MANA)
280 return sp; 279 return sp;
281 else { 280 else
281 {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 283 return 0;
284 } 284 }
285} 285}
286 286
287 287
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 288/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 289 * spob is the spell we are adjusting.
290 */ 290 */
291int
291int SP_level_dam_adjust(object *caster, object *spob) 292SP_level_dam_adjust (object *caster, object *spob)
292{ 293{
293 int level = caster_level (caster, spob); 294 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 295 int adj = level - min_casting_level (caster, spob);
295 296
296 if(adj < 0) adj=0; 297 if (adj < 0)
298 adj = 0;
297 if (spob->dam_modifier) 299 if (spob->dam_modifier)
298 adj/=spob->dam_modifier; 300 adj /= spob->dam_modifier;
299 else adj=0; 301 else
302 adj = 0;
300 return adj; 303 return adj;
301} 304}
302 305
303/* Adjust the strength of the spell based on level. 306/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 307 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 308 * but instead looks at the level_modifier value.
306 */ 309 */
310int
307int SP_level_duration_adjust(object *caster, object *spob) 311SP_level_duration_adjust (object *caster, object *spob)
308{ 312{
309 int level = caster_level (caster, spob); 313 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 314 int adj = level - min_casting_level (caster, spob);
311 315
312 if(adj < 0) adj=0; 316 if (adj < 0)
317 adj = 0;
313 if(spob->duration_modifier) 318 if (spob->duration_modifier)
314 adj/=spob->duration_modifier; 319 adj /= spob->duration_modifier;
315 else adj=0; 320 else
321 adj = 0;
316 322
317 return adj; 323 return adj;
318} 324}
319 325
320/* Adjust the strength of the spell based on level. 326/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 327 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 328 * but instead looks at the level_modifier value.
323 */ 329 */
330int
324int SP_level_range_adjust(object *caster, object *spob) 331SP_level_range_adjust (object *caster, object *spob)
325{ 332{
326 int level = caster_level (caster, spob); 333 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 334 int adj = level - min_casting_level (caster, spob);
328 335
329 if(adj < 0) adj=0; 336 if (adj < 0)
337 adj = 0;
330 if(spob->range_modifier) 338 if (spob->range_modifier)
331 adj/=spob->range_modifier; 339 adj /= spob->range_modifier;
332 else adj=0; 340 else
341 adj = 0;
333 342
334 return adj; 343 return adj;
335} 344}
336 345
337/* Checks to see if player knows the spell. If the name is the same 346/* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it. 347 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't. 348 * returns 1 if they know the spell, 0 if they don't.
340 */ 349 */
350object *
341object *check_spell_known (object *op, const char *name) 351check_spell_known (object *op, const char *name)
342{ 352{
343 object *spop; 353 object *spop;
344 354
345 for (spop=op->inv; spop; spop=spop->below) 355 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 356 if (spop->type == SPELL && !strcmp (spop->name, name))
357 return spop;
347 358
348 return NULL; 359 return NULL;
349} 360}
350 361
351 362
352/* 363/*
353 * Look at object 'op' and see if they know the spell 364 * Look at object 'op' and see if they know the spell
356 * returns the matching spell object, or NULL. 367 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 368 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 369 * exact match, we also return NULL.
359 */ 370 */
360 371
372object *
361object *lookup_spell_by_name(object *op,const char *spname) { 373lookup_spell_by_name (object *op, const char *spname)
374{
362 object *spob1=NULL, *spob2=NULL, *spob; 375 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 376 int nummatch = 0;
364 377
365 if(spname==NULL) return NULL; 378 if (spname == NULL)
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL; 379 return NULL;
380
381 /* Try to find the spell. We store the results in spob1
382 * and spob2 - spob1 is only taking the length of
383 * the past spname, spob2 uses the length of the spell name.
384 */
385 for (spob = op->inv; spob; spob = spob->below)
386 {
387 if (spob->type == SPELL)
388 {
389 if (!strncmp (spob->name, spname, strlen (spname)))
390 {
391 nummatch++;
392 spob1 = spob;
393 }
394 else if (!strncmp (spob->name, spname, strlen (spob->name)))
395 {
396 /* if spells have ambiguous names, it makes matching
397 * really difficult. (eg, fire and fireball would
398 * fall into this category). It shouldn't be hard to
399 * make sure spell names don't overlap in that fashion.
400 */
401 if (spob2)
402 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
403 spob2 = spob;
404 }
405 }
406 }
407 /* if we have best match, return it. Otherwise, if we have one match
408 * on the loser match, return that, otehrwise null
409 */
410 if (spob2)
411 return spob2;
412 if (spob1 && nummatch == 1)
413 return spob1;
414 return NULL;
395} 415}
396 416
397/* reflwall - decides weither the (spell-)object sp_op will 417/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 418 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 419 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 420 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 421 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 422 * eg, updated for tiled maps.
403 */ 423 */
424int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 425reflwall (maptile *m, int x, int y, object *sp_op)
426{
405 object *op; 427 object *op;
406 428
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 429 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 430 return 0;
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
433 && (!QUERY_FLAG (op, FLAG_ALIVE)
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1;
436
437 return 0;
414} 438}
415 439
416/* cast_create_object: creates object new_op in direction dir 440/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 441 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 442 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 443 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 444 * returns the direction that the object was actually placed
421 * in. 445 * in.
422 */ 446 */
447int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 448cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 449{
425 mapstruct *m; 450 maptile *m;
426 sint16 sx, sy; 451 sint16 sx, sy;
427 452
428 if(dir && 453 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 454 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 455 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
456 {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
433 dir = 0; 459 dir = 0;
434 } 460 }
435 new_op->x=op->x+freearr_x[dir]; 461
436 new_op->y=op->y+freearr_y[dir]; 462 op->map->insert (new_op,
437 if (dir == 0) 463 op->x + freearr_x[dir], op->y + freearr_y[dir],
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 464 op,
439 else 465 dir ? 0 : INS_BELOW_ORIGINATOR);
440 insert_ob_in_map(new_op,op->map,op,0); 466
441 return dir; 467 return dir;
442} 468}
443 469
444/* Returns true if it is ok to put spell *op on the space/may provided. 470/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 471 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 472 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 473 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop 474 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell. 475 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 * 476 *
451 */ 477 */
452 478int
453int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 479ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
454 object *tmp; 480{
455 int mflags; 481 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 482 return 0;
490 483
484 mapspace &ms = m->at (x, y);
485
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0;
488
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
490 {
491 /* If there is a counterspell on the space, and this
492 * object is using magic, don't progress. I believe we could
493 * leave this out and let in progress, and other areas of the code
494 * will then remove it, but that would seem to to use more
495 * resources, and may not work as well if a player is standing
496 * on top of a counterwall spell (may hit the player before being
497 * removed.) On the other hand, it may be more dramatic for the
498 * spell to actually hit the counterwall and be sucked up.
499 */
500 if ((tmp->attacktype & AT_COUNTERSPELL)
501 && !QUERY_FLAG (tmp, FLAG_MONSTER)
502 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON)
504 && (tmp->type != BOW)
505 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
508 // we special case floor here because there
509 // are sometimes spell effect floors
510 // which are used to inflict damage
511 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC))
514 return 0;
515
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
491 /* 525 /*
492 * Combine similar spell effects into one spell effect. Needed for 526 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 527 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 528 * playability reasons.
495 */ 529 */
496 if (tmp->arch == op->arch 530 if (tmp->arch == op->arch
497 && tmp->type == op->type 531 && tmp->type == op->type
498 && tmp->subtype == op->subtype 532 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 533 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION) 534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) { 535 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 537 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 538 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 539 return 0;
507 } 540 }
508 541
509 /* Perhaps we should also put checks in for no magic and unholy 542 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 543 * ground to prevent it from moving along?
511 */ 544 */
512 } 545 }
546
513 /* If it passes the above tests, it must be OK */ 547 /* If it passes the above tests, it must be OK */
514 return 1; 548 return 1;
515} 549}
516 550
517/* fire_arch_from_position: fires an archetype. 551/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 552 * op: person firing the object.
519 * caster: object casting the spell. 553 * caster: object casting the spell.
522 * dir: direction to fire in. 556 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype 557 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire. 558 * to fire.
525 * returns 0 on failure, 1 on success. 559 * returns 0 on failure, 1 on success.
526 */ 560 */
527 561
562int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 564{
531 object *tmp; 565 object *tmp;
532 int mflags; 566 int mflags;
533 mapstruct *m; 567 maptile *m;
534 568
535 if(spell->other_arch==NULL) 569 if (spell->other_arch == NULL)
536 return 0; 570 return 0;
537 571
538 m = op->map; 572 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 573 mflags = get_map_flags (m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) { 574 if (mflags & P_OUT_OF_MAP)
541 return 0;
542 } 575 {
576 return 0;
577 }
543 578
544 tmp=arch_to_object(spell->other_arch); 579 tmp = arch_to_object (spell->other_arch);
545 580
546 if(tmp==NULL) 581 if (tmp == NULL)
547 return 0; 582 return 0;
548 583
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { 584 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
585 {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 586 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp); 587 tmp->destroy ();
552 return 0; 588 return 0;
553 } 589 }
554 590
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 593 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 594 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 595 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 596 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 597 tmp->x = x;
564 tmp->y=y; 598 tmp->y = y;
565 tmp->direction=dir; 599 tmp->direction = dir;
566 if (get_owner (op) != NULL) 600 if (op->owner != NULL)
567 copy_owner (tmp, op); 601 tmp->set_owner (op);
568 else 602 else
569 set_owner (tmp, op); 603 tmp->set_owner (op);
570 tmp->level = caster_level (caster, spell); 604 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 605 set_spell_skill (op, caster, spell, tmp);
572 606
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0;
576 } 609 {
610 if (!tailor_god_spell (tmp, op))
611 return 0;
612 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 614 SET_ANIMATION (tmp, dir);
579 615
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 616 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
581 return 1;
582
583 move_spell_effect(tmp); 617 move_spell_effect (tmp);
584 618
585 return 1; 619 return 1;
586} 620}
587
588
589 621
590/***************************************************************************** 622/*****************************************************************************
591 * 623 *
592 * Code related to rods - perhaps better located in another file? 624 * Code related to rods - perhaps better located in another file?
593 * 625 *
594 ****************************************************************************/ 626 ****************************************************************************/
595 627void
596void regenerate_rod(object *rod) { 628regenerate_rod (object *rod)
629{
597 if (rod->stats.hp < rod->stats.maxhp) { 630 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 632}
604 633
605 634void
606void drain_rod_charge(object *rod) { 635drain_rod_charge (object *rod)
636{
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
608} 638}
609
610
611
612 639
613/* this function is commonly used to find a friendly target for 640/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 641 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player), 642 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or 643 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object. 644 * NULL if no good object.
618 */ 645 */
619 646object *
620object *find_target_for_friendly_spell(object *op,int dir) { 647find_target_for_friendly_spell (object *op, int dir)
648{
621 object *tmp; 649 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 650
626 /* I don't really get this block - if op isn't a player or rune, 651 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 652 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 653 * The owner could very well be no where near op.
629 */ 654 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 655 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 656 {
657 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 658 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 659 * to the caster.
634 */ 660 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
662 tmp = op;
663 }
664 else
636 } 665 {
637 else { 666 maptile *m = op->map;
638 m = op->map; 667 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 668 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 669
641 670 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 671 ? m->at (x, y).player ()
643 672 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 673 }
674
652 /* didn't find a player there, look in current square for a player */ 675 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 676 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 677 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 678
670 return tmp; 679 return tmp;
671} 680}
672 681
673 682
674 683
675/* raytrace: 684/* raytrace:
682 * It returns the direction toward the first/closest live object if it finds 691 * It returns the direction toward the first/closest live object if it finds
683 * any, otherwise -1. 692 * any, otherwise -1.
684 * note that exclude can be NULL, in which case all bets are off. 693 * note that exclude can be NULL, in which case all bets are off.
685 */ 694 */
686 695
696int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 697spell_find_dir (maptile *m, int x, int y, object *exclude)
698{
688 int i,max=SIZEOFFREE; 699 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 700 sint16 nx, ny;
690 int owner_type=0, mflags; 701 int owner_type = 0, mflags;
691 object *tmp; 702 object *tmp;
692 mapstruct *mp; 703 maptile *mp;
693 704
694 if (exclude && exclude->head) 705 if (exclude && exclude->head)
695 exclude = exclude->head; 706 exclude = exclude->head;
696 if (exclude && exclude->type) 707 if (exclude && exclude->type)
697 owner_type = exclude->type; 708 owner_type = exclude->type;
698 709
699 for(i=rndm(1, 8);i<max;i++) { 710 for (i = rndm (1, 8); i < max; i++)
711 {
700 nx = x + freearr_x[i]; 712 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 713 ny = y + freearr_y[i];
702 mp = m; 714 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 715 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 716 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
717 continue;
705 718
706 tmp=get_map_ob(mp,nx,ny); 719 tmp = GET_MAP_OB (mp, nx, ny);
707 720
708 while(tmp!=NULL && (((owner_type==PLAYER && 721 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 723 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 724 tmp = tmp->above;
713 725
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 726 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 727 return freedir[i];
716 } 728 }
717 return -1; /* flag for "keep going the way you were" */ 729 return -1; /* flag for "keep going the way you were" */
718} 730}
719
720
721 731
722/* put_a_monster: puts a monster named monstername near by 732/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 733 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 734 * also deals with multipart monsters properly.
725 */ 735 */
726 736void
727void put_a_monster(object *op,const char *monstername) { 737put_a_monster (object *op, const char *monstername)
738{
728 object *tmp,*head=NULL,*prev=NULL; 739 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 740 archetype *at;
730 int dir; 741 int dir;
731 742
732 /* Handle cases where we are passed a bogus mosntername */ 743 /* Handle cases where we are passed a bogus mosntername */
733 744
734 if((at=find_archetype(monstername))==NULL) return; 745 if ((at = archetype::find (monstername)) == NULL)
746 return;
735 747
736 /* find a free square nearby 748 /* find a free square nearby
737 * first we check the closest square for free squares 749 * first we check the closest square for free squares
738 */ 750 */
739 751
740 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 752 dir = find_first_free_spot (at, op->map, op->x, op->y);
741 if(dir!=-1) { 753 if (dir != -1)
754 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 756 * insert multipart monsters properly
744 */ 757 */
745 while (at!=NULL) { 758 //TODO: use expand_tail + ...
759 while (at != NULL)
760 {
746 tmp=arch_to_object(at); 761 tmp = arch_to_object (at);
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
749 tmp->map = op->map; 764 tmp->map = op->map;
750 if (head) { 765 if (head)
751 tmp->head=head; 766 {
752 prev->more=tmp; 767 tmp->head = head;
753 } 768 prev->more = tmp;
754 if (!head) head=tmp; 769 }
755 prev=tmp;
756 at=at->more;
757 }
758 770
771 if (!head)
772 head = tmp;
773
774 prev = tmp;
775
776 at = (archetype *)at->more;
777 }
778
759 if (head->randomitems) 779 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 781
762 insert_ob_in_map(head,op->map,op,0); 782 insert_ob_in_map (head, op->map, op, 0);
763 783
764 /* thought it'd be cool to insert a burnout, too.*/ 784 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 785 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
766 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0);
770 } 786 }
771} 787}
772 788
773/* peterm: function which summons hostile monsters and 789/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 790 * places them in nearby squares.
782 * use to call this, but best I can tell, that spell/ability was 798 * use to call this, but best I can tell, that spell/ability was
783 * never used. This is however used by various failures on the 799 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 800 * players part (alchemy, reincarnation, etc)
785 */ 801 */
786 802
803int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 804summon_hostile_monsters (object *op, int n, const char *monstername)
805{
788 int i; 806 int i;
807
789 for(i=0;i<n;i++) 808 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 809 put_a_monster (op, monstername);
791 810
792 return n; 811 return n;
793} 812}
794 813
795 814
796/* Some local definitions for shuffle-attack */ 815/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 816struct attacktype_shuffle
817{
798 int attacktype; 818 int attacktype;
799 int face; 819 int face;
800 } ATTACKS[22] = { 820} ATTACKS[22] =
821{
801 {AT_PHYSICAL,0}, 822 { AT_PHYSICAL, 0},
802 {AT_PHYSICAL,0}, /*face = explosion*/ 823 { AT_PHYSICAL, 0}, /*face = explosion */
803 {AT_PHYSICAL,0}, 824 { AT_PHYSICAL, 0},
804 {AT_MAGIC,1}, 825 { AT_MAGIC, 1},
805 {AT_MAGIC,1}, /* face = last-burnout */ 826 { AT_MAGIC, 1}, /* face = last-burnout */
806 {AT_MAGIC,1}, 827 { AT_MAGIC, 1},
807 {AT_FIRE,2}, 828 { AT_FIRE, 2},
808 {AT_FIRE,2}, /* face = fire.... */ 829 { AT_FIRE, 2}, /* face = fire.... */
809 {AT_FIRE,2}, 830 { AT_FIRE, 2},
810 {AT_ELECTRICITY,3}, 831 { AT_ELECTRICITY, 3},
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 832 { AT_ELECTRICITY, 3}, /* ball_lightning */
812 {AT_ELECTRICITY,3}, 833 { AT_ELECTRICITY, 3},
813 {AT_COLD,4},
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 834 { AT_COLD, 4},
835 { AT_COLD, 4}, /* face=icestorm */
836 { AT_COLD, 4},
816 {AT_CONFUSION,5}, 837 { AT_CONFUSION, 5},
817 {AT_POISON,7}, 838 { AT_POISON, 7},
818 {AT_POISON,7}, /* face = acid sphere. generator */ 839 { AT_POISON, 7}, /* face = acid sphere. generator */
819 {AT_POISON,7}, /* poisoncloud face */ 840 { AT_POISON, 7}, /* poisoncloud face */
820 {AT_SLOW,8}, 841 { AT_SLOW, 8},
821 {AT_PARALYZE,9}, 842 { AT_PARALYZE, 9},
822 {AT_FEAR,10} }; 843 { AT_FEAR, 10},
823 844};
824
825 845
826/* shuffle_attack: peterm 846/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 847 * This routine shuffles the attack of op to one of the
828 * ones in the list. It does this at random. It also 848 * ones in the list. It does this at random. It also
829 * chooses a face appropriate to the attack that is 849 * chooses a face appropriate to the attack that is
837 * would be nice. 857 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 858 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 859 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 860 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 861 */
862void
842void shuffle_attack(object *op,int change_face) 863shuffle_attack (object *op, int change_face)
843{ 864{
844 int i; 865 int i;
866
845 i=rndm(0, 21); 867 i = rndm (0, 21);
846 868
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 869 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 870
849 if(change_face) { 871 if (change_face)
872 {
850 SET_ANIMATION(op, ATTACKS[i].face); 873 SET_ANIMATION (op, ATTACKS[i].face);
851 } 874 }
852} 875}
853 876
854 877
855/* prayer_failure: This is called when a player fails 878/* prayer_failure: This is called when a player fails
857 * op is the player. 880 * op is the player.
858 * failure is basically how much grace they had. 881 * failure is basically how much grace they had.
859 * power is how much grace the spell would normally take to cast. 882 * power is how much grace the spell would normally take to cast.
860 */ 883 */
861 884
885void
862void prayer_failure(object *op, int failure,int power) 886prayer_failure (object *op, int failure, int power)
863{ 887{
864 const char *godname; 888 const char *godname;
865 object *tmp; 889 object *tmp;
866 890
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 891 if (!strcmp ((godname = determine_god (op)), "none"))
892 godname = "Your spirit";
868 893
869 if(failure<= -20 && failure > -40) /* wonder */ 894 if (failure <= -20 && failure > -40) /* wonder */
870 { 895 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 896 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype(SPELL_WONDER); 897 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 898 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 899 tmp->destroy ();
875 } 900 }
876 901
877 else if (failure <= -40 && failure > -60) /* confusion */ 902 else if (failure <= -40 && failure > -60) /* confusion */
878 { 903 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 904 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player(op,op,99); 905 confuse_player (op, op, 99);
881 } 906 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 907 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 908 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 909 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
885 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 910 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player(op,op,99); 911 paralyze_player (op, op, 99);
887 } 912 }
888 else if (failure <= -150) /* blast the immediate area */ 913 else if (failure <= -150) /* blast the immediate area */
889 { 914 {
890 tmp = get_archetype(GOD_POWER); 915 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 916 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm(op,tmp, power); 917 cast_magic_storm (op, tmp, power);
893 } 918 }
894} 919}
895 920
896/* 921/*
897 * spell_failure() handles the various effects for differing degrees 922 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 925 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell. 926 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell. 927 * skill is the skill you'd need to cast the spell.
903 */ 928 */
904 929
930void
905void spell_failure(object *op, int failure,int power, object *skill) 931spell_failure (object *op, int failure, int power, object *skill)
906{ 932{
907 object *tmp; 933 object *tmp;
908 934
909 if (settings.spell_failure_effects == FALSE) 935 if (settings.spell_failure_effects == FALSE)
910 return; 936 return;
911 937
912 if (failure<=-20 && failure > -40) /* wonder */ 938 if (failure <= -20 && failure > -40) /* wonder */
913 { 939 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 940 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 941 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 942 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 943 tmp->destroy ();
918 } 944 }
919 945
920 else if (failure <= -40 && failure > -60) /* confusion */ 946 else if (failure <= -40 && failure > -60) /* confusion */
921 { 947 {
922 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 948 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923 confuse_player(op,op,99); 949 confuse_player (op, op, 99);
924 } 950 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 951 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 952 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 953 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 954 paralyze_player (op, op, 99);
929 } 955 }
930 else if (failure <= -80) /* blast the immediate area */ 956 else if (failure <= -80) /* blast the immediate area */
931 { 957 {
932 object *tmp; 958 object *tmp;
959
933 /* Safety check to make sure we don't get any mana storms in scorn */ 960 /* Safety check to make sure we don't get any mana storms in scorn */
934 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 962 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 963 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 964 hit_player (op, 9998, op, AT_INTERNAL, 1);
965
967 } 966 }
968 spell = arch_to_object( spell_ob->other_arch ); 967 else
969
970 /* Always cast spell on caster */
971 success = cast_spell( op, caster, dir, spell, stringarg );
972
973 if ( caster->contr->party == NULL )
974 { 968 {
975 remove_ob( spell ); 969 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
976 return success; 970 tmp = get_archetype (LOOSE_MANA);
971 tmp->level = skill->level;
972
973 /* increase the area of destruction a little for more powerful spells */
974 tmp->range += isqrt (power);
975
976 if (power > 25)
977 tmp->stats.dam = 25 + isqrt (power);
978 else
979 tmp->stats.dam = power; /* nasty recoils! */
980
981 tmp->stats.maxhp = tmp->count;
982
983 tmp->insert_at (op);
977 } 984 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 985 }
986}
987
988int
989cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
990{
991 int success;
992 object *spell;
993
994 if (!spell_ob->other_arch)
995 {
996 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0;
998 }
999 spell = arch_to_object (spell_ob->other_arch);
1000
1001 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg);
1003
1004 if (caster->contr->party == NULL)
1005 {
1006 spell->remove ();
1007 return success;
1008 }
1009 for_all_players (pl)
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
980 { 1011 {
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
982 } 1013 }
983 remove_ob( spell ); 1014 spell->remove ();
984 return success; 1015 return success;
985 } 1016}
986 1017
987/* This is where the main dispatch when someone casts a spell. 1018/* This is where the main dispatch when someone casts a spell.
988 * 1019 *
989 * op is the creature that is owner of the object that is casting the spell - 1020 * op is the creature that is owner of the object that is casting the spell -
990 * eg, the player or monster. 1021 * eg, the player or monster.
1009 * 1040 *
1010 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1041 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1011 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1013 */ 1044 */
1014 1045int
1015int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1016 1047{
1017 const char *godname; 1048 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1019 object *skill=NULL; 1050 object *skill = NULL;
1020 1051
1021 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022
1023 if (!spell_ob) { 1052 if (!spell_ob)
1053 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 1055 return 0;
1026 } 1056 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 1057
1058 if (!strcmp ((godname = determine_god (op)), "none"))
1059 godname = "A random spirit";
1060
1029 /* the caller should set caster to op if appropriate */ 1061 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 1062 if (!caster)
1063 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 1064 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 1065 return 0;
1033 } 1066 }
1034 1067
1035 /* if caster is a spell casting object, this normally shouldn't be 1068 /* if caster is a spell casting object, this normally shouldn't be
1036 * an issue, because they don't have any spellpaths set up. 1069 * an issue, because they don't have any spellpaths set up.
1037 */ 1070 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 1071 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1072 {
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 1073 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1040 return 0; 1074 return 0;
1041 } 1075 }
1042 1076
1043 /* if it is a player casting the spell, and they are really casting it 1077 /* if it is a player casting the spell, and they are really casting it
1044 * (vs it coming from a wand, scroll, or whatever else), do some 1078 * (vs it coming from a wand, scroll, or whatever else), do some
1045 * checks. We let monsters do special things - eg, they 1079 * checks. We let monsters do special things - eg, they
1046 * don't need the skill, bypass level checks, etc. The monster function 1080 * don't need the skill, bypass level checks, etc. The monster function
1047 * should take care of that. 1081 * should take care of that.
1048 * Remove the wiz check here and move it further down - some spells 1082 * Remove the wiz check here and move it further down - some spells
1049 * need to have the right skill pointer passed, so we need to 1083 * need to have the right skill pointer passed, so we need to
1050 * at least process that code. 1084 * at least process that code.
1051 */ 1085 */
1052 if (op->type == PLAYER && op == caster) { 1086 if (op->type == PLAYER && op == caster)
1087 {
1053 cast_level = caster_level(caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1054 if (spell_ob->skill) { 1090 if (spell_ob->skill)
1091 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1056 if (!skill) { 1094 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 1095 {
1058 spell_ob->skill, spell_ob->name); 1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1059 return 0; 1097 return 0;
1060 } 1098 }
1099
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1063 return 0; 1103 return 0;
1064 } 1104 }
1065 } 1105 }
1106
1066 /* If the caster is the wiz, they don't ever fail, and don't have 1107 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1068 */ 1109 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1111 {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1073 return 0; 1116 return 0;
1074 } 1117 }
1118
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1124 {
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1126 }
1127 else
1128 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1086 return 0; 1131 return 0;
1087 } 1132 }
1088 } 1133 }
1089 1134
1090 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1095 if (settings.casting_time == TRUE) { 1141
1096 op->casting_time = -1;
1097 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0; 1143 return 0;
1144 }
1100 } else if (spell_ob->stats.sp) { 1145 else if (spell_ob->stats.sp)
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1146 {
1102 op->contr->encumbrance +op->level - spell_ob->level +35; 1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1103 1148
1104 if( failure < 0) { 1149 if (failure < 0)
1150 {
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure, 1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1154
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0; 1156 return 0;
1113 } 1157 }
1158 }
1159 }
1114 } 1160 }
1115 } 1161
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); 1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1119 1163
1120 /* See if we can cast a spell here. If the caster and op are 1164 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the 1165 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are 1166 * objects on the space - presume that they know what they are
1123 * doing. 1167 * doing.
1124 */ 1168 */
1125 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1126 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1127 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1128 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1129 1169
1130 if (op->type!=PLAYER) 1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1131 return 0; 1173 return 0;
1174 }
1132 1175
1176 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION)
1178 && !QUERY_FLAG (op, FLAG_WIZCAST)
1179 && (QUERY_FLAG (caster, FLAG_ALIVE)
1180 || QUERY_FLAG (op, FLAG_ALIVE))
1181 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1182 {
1183 if (op->type != PLAYER)
1184 return 0;
1185
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1135 else 1188 else if (object *item = op->contr->ranged_ob)
1136 switch(op->contr->shoottype) { 1189 {
1137 case range_magic: 1190 if (item->type == SPELL)
1138 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1139 break; 1192 else if (item->type == SCROLL)
1140 case range_misc:
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1142 break;
1143 case range_golem:
1144 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1145 break; 1194 else
1146 default: 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1147 break; 1196 }
1148 } 1197 else
1149 return 0; 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1150 }
1151 1199
1152 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1200 return 0;
1153 if (op->casting_time==-1) { /* begin the casting */
1154 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1155 op->spell = spell_ob;
1156 /* put the stringarg into the object struct so that when the
1157 * spell is actually cast, it knows about the stringarg.
1158 * necessary for the invoke command spells.
1159 */
1160 if(stringarg) {
1161 op->spellarg = strdup_local(stringarg);
1162 } 1201 }
1163 else op->spellarg=NULL; 1202
1164 return 0;
1165 }
1166 else if (op->casting_time != 0) {
1167 if (op->type == PLAYER )
1168 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1169 return 0;
1170 } else { /* casting_time == 0 */
1171 op->casting_time = -1;
1172 spell_ob = op->spell;
1173 stringarg = op->spellarg;
1174 }
1175 } else {
1176 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1177 * if the player is casting it, then we use the time in 1204 * if the player is casting it, then we use the time in
1178 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1179 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1180 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1181 * the player any time. 1208 * the player any time.
1182 * Ignore casting time for firewalls 1209 * Ignore casting time for firewalls
1183 */ 1210 */
1184 if (caster == op && caster->type != FIREWALL) { 1211 if (caster == op && caster->type != FIREWALL)
1212 {
1185 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1186 /* Other portions of the code may also decrement the speed of the player, so 1214 /* Other portions of the code may also decrement the speed of the player, so
1187 * put a lower limit so that the player isn't stuck here too long 1215 * put a lower limit so that the player isn't stuck here too long
1188 */ 1216 */
1189 if ((spell_ob->casting_time > 0) &&
1190 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1191 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1218 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1192 } else if (caster->type == WAND || caster->type == HORN || 1219 }
1193 caster->type == ROD || caster->type == POTION || 1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1194 caster->type == SCROLL) {
1195 op->speed_left -= 2 * FABS(op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1196 }
1197 }
1198 1222
1199 if (op->type == PLAYER && op == caster) { 1223 if (op->type == PLAYER && op == caster)
1224 {
1200 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1201 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1226 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1202 } 1227 }
1203 1228
1204 /* We want to try to find the skill to properly credit exp. 1229 /* We want to try to find the skill to properly credit exp.
1205 * for spell casting objects, the exp goes to the skill the casting 1230 * for spell casting objects, the exp goes to the skill the casting
1206 * object requires. 1231 * object requires.
1207 */ 1232 */
1208 if (op != caster && !skill && caster->skill) { 1233 if (op != caster && !skill && caster->skill)
1234 {
1209 skill = find_skill_by_name(op, caster->skill); 1235 skill = find_skill_by_name (op, caster->skill);
1210 if (!skill) { 1236 if (!skill)
1237 {
1211 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1212 caster->skill, query_name(caster));
1213 return 0; 1239 return 0;
1214 } 1240 }
1241
1215 change_skill(op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1216 } 1243 }
1217 1244
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1246 return RESULT_INT (0);
1247
1218 switch(spell_ob->subtype) { 1248 switch (spell_ob->subtype)
1249 {
1219 /* The order of case statements is same as the order they show up 1250 /* The order of case statements is same as the order they show up
1220 * in in spells.h. 1251 * in in spells.h.
1221 */ 1252 */
1222 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1223 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1224 break; 1255 break;
1225 1256
1226 case SP_RUNE: 1257 case SP_RUNE:
1227 success = write_rune(op,caster, spell_ob, dir,stringarg); 1258 success = write_rune (op, caster, spell_ob, dir, stringarg);
1228 break; 1259 break;
1229 1260
1230 case SP_MAKE_MARK: 1261 case SP_MAKE_MARK:
1231 success = write_mark(op, spell_ob, stringarg); 1262 success = write_mark (op, spell_ob, stringarg);
1232 break; 1263 break;
1233 1264
1234 case SP_BOLT: 1265 case SP_BOLT:
1235 success = fire_bolt(op,caster,dir,spell_ob,skill); 1266 success = fire_bolt (op, caster, dir, spell_ob, skill);
1236 break; 1267 break;
1237 1268
1238 case SP_BULLET: 1269 case SP_BULLET:
1239 success = fire_bullet(op, caster, dir, spell_ob); 1270 success = fire_bullet (op, caster, dir, spell_ob);
1240 break; 1271 break;
1241 1272
1242 case SP_CONE: 1273 case SP_CONE:
1243 success = cast_cone(op, caster, dir, spell_ob); 1274 success = cast_cone (op, caster, dir, spell_ob);
1244 break; 1275 break;
1245 1276
1246 case SP_BOMB: 1277 case SP_BOMB:
1247 success = create_bomb(op,caster,dir, spell_ob); 1278 success = create_bomb (op, caster, dir, spell_ob);
1248 break; 1279 break;
1249 1280
1250 case SP_WONDER: 1281 case SP_WONDER:
1251 success = cast_wonder(op,caster, dir,spell_ob); 1282 success = cast_wonder (op, caster, dir, spell_ob);
1252 break; 1283 break;
1253 1284
1254 case SP_SMITE: 1285 case SP_SMITE:
1255 success = cast_smite_spell(op,caster, dir,spell_ob); 1286 success = cast_smite_spell (op, caster, dir, spell_ob);
1256 break; 1287 break;
1257 1288
1258 case SP_MAGIC_MISSILE: 1289 case SP_MAGIC_MISSILE:
1259 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1260 op->y + freearr_y[dir], dir, spell_ob);
1261 break; 1291 break;
1262 1292
1263 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1264 success = summon_golem(op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1265 old_shoottype = range_golem;
1266 break; 1295 break;
1267 1296
1268 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1269 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1270 * moved. 1299 * moved.
1271 */ 1300 */
1272 success = dimension_door(op,caster, spell_ob, dir); 1301 success = dimension_door (op, caster, spell_ob, dir);
1273 break; 1302 break;
1274 1303
1275 case SP_MAGIC_MAPPING: 1304 case SP_MAGIC_MAPPING:
1276 if(op->type==PLAYER) { 1305 if (op->type == PLAYER)
1306 {
1277 spell_effect(spell_ob, op->x, op->y, op->map, op); 1307 spell_effect (spell_ob, op->x, op->y, op->map, op);
1278 draw_magic_map(op); 1308 draw_magic_map (op);
1279 success=1; 1309 success = 1;
1280 } 1310 }
1281 else success=0; 1311 else
1312 success = 0;
1282 break; 1313 break;
1283 1314
1284 case SP_MAGIC_WALL: 1315 case SP_MAGIC_WALL:
1285 success = magic_wall(op,caster,dir,spell_ob); 1316 success = magic_wall (op, caster, dir, spell_ob);
1286 break; 1317 break;
1287 1318
1288 case SP_DESTRUCTION: 1319 case SP_DESTRUCTION:
1289 success = cast_destruction(op,caster,spell_ob); 1320 success = cast_destruction (op, caster, spell_ob);
1290 break; 1321 break;
1291 1322
1292 case SP_PERCEIVE_SELF: 1323 case SP_PERCEIVE_SELF:
1293 success = perceive_self(op); 1324 success = perceive_self (op);
1294 break; 1325 break;
1295 1326
1296 case SP_WORD_OF_RECALL: 1327 case SP_WORD_OF_RECALL:
1297 success = cast_word_of_recall(op,caster,spell_ob); 1328 success = cast_word_of_recall (op, caster, spell_ob);
1298 break; 1329 break;
1299 1330
1300 case SP_INVISIBLE: 1331 case SP_INVISIBLE:
1301 success = cast_invisible(op,caster,spell_ob); 1332 success = cast_invisible (op, caster, spell_ob);
1302 break; 1333 break;
1303 1334
1304 case SP_PROBE: 1335 case SP_PROBE:
1305 success = probe(op,caster, spell_ob, dir); 1336 success = probe (op, caster, spell_ob, dir);
1306 break; 1337 break;
1307 1338
1308 case SP_HEALING: 1339 case SP_HEALING:
1309 success = cast_heal(op,caster, spell_ob, dir); 1340 success = cast_heal (op, caster, spell_ob, dir);
1310 break; 1341 break;
1311 1342
1312 case SP_CREATE_FOOD: 1343 case SP_CREATE_FOOD:
1313 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1344 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1314 break; 1345 break;
1315 1346
1316 case SP_EARTH_TO_DUST: 1347 case SP_EARTH_TO_DUST:
1317 success = cast_earth_to_dust(op,caster,spell_ob); 1348 success = cast_earth_to_dust (op, caster, spell_ob);
1318 break; 1349 break;
1319 1350
1320 case SP_CHANGE_ABILITY: 1351 case SP_CHANGE_ABILITY:
1321 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1352 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1322 break; 1353 break;
1323 1354
1324 case SP_BLESS: 1355 case SP_BLESS:
1325 success = cast_bless(op,caster,spell_ob, dir); 1356 success = cast_bless (op, caster, spell_ob, dir);
1326 break; 1357 break;
1327 1358
1328 case SP_CURSE: 1359 case SP_CURSE:
1329 success = cast_curse(op,caster,spell_ob, dir); 1360 success = cast_curse (op, caster, spell_ob, dir);
1330 break; 1361 break;
1331 1362
1332 case SP_SUMMON_MONSTER: 1363 case SP_SUMMON_MONSTER:
1333 success = summon_object(op,caster,spell_ob, dir,stringarg); 1364 success = summon_object (op, caster, spell_ob, dir, stringarg);
1334 break; 1365 break;
1335 1366
1336 case SP_CHARGING: 1367 case SP_CHARGING:
1337 success = recharge(op, caster, spell_ob); 1368 success = recharge (op, caster, spell_ob);
1338 break; 1369 break;
1339 1370
1340 case SP_POLYMORPH: 1371 case SP_POLYMORPH:
1341#ifdef NO_POLYMORPH 1372#ifdef NO_POLYMORPH
1342 /* Not great, but at least provide feedback so if players do have 1373 /* Not great, but at least provide feedback so if players do have
1343 * polymorph (ie, find it as a preset item or left over from before 1374 * polymorph (ie, find it as a preset item or left over from before
1344 * it was disabled), they get some feedback. 1375 * it was disabled), they get some feedback.
1345 */ 1376 */
1346 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1347 success = 0; 1378 success = 0;
1348#else 1379#else
1349 success = cast_polymorph(op,caster,spell_ob, dir); 1380 success = cast_polymorph (op, caster, spell_ob, dir);
1350#endif 1381#endif
1351 break; 1382 break;
1352 1383
1353 case SP_ALCHEMY: 1384 case SP_ALCHEMY:
1354 success = alchemy(op, caster, spell_ob); 1385 success = alchemy (op, caster, spell_ob);
1355 break; 1386 break;
1356 1387
1357 case SP_REMOVE_CURSE: 1388 case SP_REMOVE_CURSE:
1358 success = remove_curse(op, caster, spell_ob); 1389 success = remove_curse (op, caster, spell_ob);
1359 break; 1390 break;
1360 1391
1361 case SP_IDENTIFY: 1392 case SP_IDENTIFY:
1362 success = cast_identify(op, caster, spell_ob); 1393 success = cast_identify (op, caster, spell_ob);
1363 break; 1394 break;
1364 1395
1365 case SP_DETECTION: 1396 case SP_DETECTION:
1366 success = cast_detection(op, caster, spell_ob, skill); 1397 success = cast_detection (op, caster, spell_ob, skill);
1367 break; 1398 break;
1368 1399
1369 case SP_MOOD_CHANGE: 1400 case SP_MOOD_CHANGE:
1370 success = mood_change(op, caster, spell_ob); 1401 success = mood_change (op, caster, spell_ob);
1371 break; 1402 break;
1372 1403
1373 case SP_MOVING_BALL: 1404 case SP_MOVING_BALL:
1374 if (spell_ob->path_repelled &&
1375 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1376 new_draw_info_format(NDI_UNIQUE, 0, op, 1406 {
1377 "You lack the proper attunement to cast %s", spell_ob->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1378 success = 0; 1408 success = 0;
1379 } else 1409 }
1380 success = fire_arch_from_position(op,caster, 1410 else
1381 op->x + freearr_x[dir], op->y + freearr_y[dir], 1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1382 dir, spell_ob);
1383 break; 1412 break;
1384 1413
1385 case SP_SWARM: 1414 case SP_SWARM:
1386 success = fire_swarm(op, caster, spell_ob, dir); 1415 success = fire_swarm (op, caster, spell_ob, dir);
1387 break; 1416 break;
1388 1417
1389 case SP_CHANGE_MANA: 1418 case SP_CHANGE_MANA:
1390 success = cast_transfer(op,caster, spell_ob, dir); 1419 success = cast_transfer (op, caster, spell_ob, dir);
1391 break; 1420 break;
1392 1421
1393 case SP_DISPEL_RUNE: 1422 case SP_DISPEL_RUNE:
1394 /* in rune.c */ 1423 /* in rune.c */
1395 success = dispel_rune(op,caster, spell_ob, skill, dir); 1424 success = dispel_rune (op, caster, spell_ob, skill, dir);
1396 break; 1425 break;
1397 1426
1398 case SP_CREATE_MISSILE: 1427 case SP_CREATE_MISSILE:
1399 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1428 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1400 break; 1429 break;
1401 1430
1402 case SP_CONSECRATE: 1431 case SP_CONSECRATE:
1403 success = cast_consecrate(op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1404 break; 1433 break;
1405 1434
1406 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1407 success = animate_weapon(op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1408 old_shoottype = range_golem;
1409 break; 1437 break;
1410 1438
1411 case SP_LIGHT: 1439 case SP_LIGHT:
1412 success = cast_light(op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1413 break; 1441 break;
1414 1442
1415 case SP_CHANGE_MAP_LIGHT: 1443 case SP_CHANGE_MAP_LIGHT:
1416 success = cast_change_map_lightlevel(op, caster, spell_ob); 1444 success = cast_change_map_lightlevel (op, caster, spell_ob);
1417 break; 1445 break;
1418 1446
1419 case SP_FAERY_FIRE: 1447 case SP_FAERY_FIRE:
1420 success = cast_destruction(op,caster,spell_ob); 1448 success = cast_destruction (op, caster, spell_ob);
1421 break; 1449 break;
1422 1450
1423 case SP_CAUSE_DISEASE: 1451 case SP_CAUSE_DISEASE:
1424 success = cast_cause_disease(op, caster, spell_ob, dir); 1452 success = cast_cause_disease (op, caster, spell_ob, dir);
1425 break; 1453 break;
1426 1454
1427 case SP_AURA: 1455 case SP_AURA:
1428 success = create_aura(op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1429 break; 1457 break;
1430 1458
1431 case SP_TOWN_PORTAL:
1432 success= cast_create_town_portal (op,caster,spell_ob, dir);
1433 break;
1434
1435 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1437 break; 1461 break;
1438 1462
1439 case SP_PERL: 1463 default:
1440 execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : "");
1441 break;
1442
1443 default:
1444 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1445 spell_ob->subtype);
1446
1447
1448 } 1465 }
1449 1466
1450 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1451 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1452 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1453 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1454 1471
1455 /* free the spell arg */
1456 if(settings.casting_time == TRUE && stringarg) {
1457 free(stringarg);
1458 stringarg=NULL;
1459 }
1460 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1461 * to something like use_magic_item, but you really want to be able to fire
1462 * it again.
1463 */
1464 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1465
1466 return success; 1472 return success;
1467} 1473}
1468 1474
1469 1475
1470/* This is called from time.c/process_object(). That function 1476/* This is called from time.c/process_object(). That function
1471 * calls this for any SPELL_EFFECT type objects. This function 1477 * calls this for any SPELL_EFFECT type objects. This function
1472 * then dispatches them to the appropriate specific routines. 1478 * then dispatches them to the appropriate specific routines.
1473 */ 1479 */
1480void
1474void move_spell_effect(object *op) { 1481move_spell_effect (object *op)
1475 1482{
1476 switch (op->subtype) { 1483 switch (op->subtype)
1484 {
1477 case SP_BOLT: 1485 case SP_BOLT:
1478 move_bolt(op); 1486 move_bolt (op);
1479 break; 1487 break;
1480 1488
1481 case SP_BULLET: 1489 case SP_BULLET:
1482 move_bullet(op); 1490 move_bullet (op);
1483 break; 1491 break;
1484 1492
1485 case SP_EXPLOSION: 1493 case SP_EXPLOSION:
1486 explosion(op); 1494 explosion (op);
1487 break; 1495 break;
1488 1496
1489 case SP_CONE: 1497 case SP_CONE:
1490 move_cone(op); 1498 move_cone (op);
1491 break; 1499 break;
1492 1500
1493 case SP_BOMB: 1501 case SP_BOMB:
1494 animate_bomb(op); 1502 animate_bomb (op);
1495 break; 1503 break;
1496 1504
1497 case SP_MAGIC_MISSILE: 1505 case SP_MAGIC_MISSILE:
1498 move_missile(op); 1506 move_missile (op);
1499 break; 1507 break;
1500 1508
1501 case SP_WORD_OF_RECALL: 1509 case SP_WORD_OF_RECALL:
1502 execute_word_of_recall(op); 1510 execute_word_of_recall (op);
1503 break; 1511 break;
1504 1512
1505 case SP_MOVING_BALL: 1513 case SP_MOVING_BALL:
1506 move_ball_spell(op); 1514 move_ball_spell (op);
1507 break; 1515 break;
1508 1516
1509 case SP_SWARM: 1517 case SP_SWARM:
1510 move_swarm_spell(op); 1518 move_swarm_spell (op);
1511 break; 1519 break;
1512 1520
1513 case SP_AURA: 1521 case SP_AURA:
1514 move_aura(op); 1522 move_aura (op);
1515 break; 1523 break;
1516
1517 } 1524 }
1518} 1525}
1519 1526
1520/* this checks to see if something special should happen if 1527/* this checks to see if something special should happen if
1521 * something runs into the object. 1528 * something runs into the object.
1522 */ 1529 */
1530void
1523void check_spell_effect(object *op) { 1531check_spell_effect (object *op)
1524 1532{
1525 switch (op->subtype) { 1533 switch (op->subtype)
1534 {
1526 case SP_BOLT: 1535 case SP_BOLT:
1527 move_bolt(op); 1536 move_bolt (op);
1528 return; 1537 return;
1529 1538
1530 case SP_BULLET: 1539 case SP_BULLET:
1531 check_bullet(op); 1540 check_bullet (op);
1532 return; 1541 return;
1533 } 1542 }
1534
1535} 1543}
1536 1544
1537/* This is called by move_apply. Basically, if someone 1545/* This is called by move_apply. Basically, if someone
1538 * moves onto a spell effect and the walk_on or fly_on flags 1546 * moves onto a spell effect and the walk_on or fly_on flags
1539 * are set, this is called. This should only be called for 1547 * are set, this is called. This should only be called for
1540 * objects of the appropraite type. 1548 * objects of the appropraite type.
1541 */ 1549 */
1550void
1542void apply_spell_effect(object *spell, object *victim) 1551apply_spell_effect (object *spell, object *victim)
1543{ 1552{
1544 switch (spell->subtype) { 1553 switch (spell->subtype)
1554 {
1545 case SP_CONE: 1555 case SP_CONE:
1546 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1556 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1547 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1548 break; 1558 break;
1549 1559
1550 case SP_MAGIC_MISSILE: 1560 case SP_MAGIC_MISSILE:
1551 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1552 tag_t spell_tag = spell->count;
1553 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1554 if ( ! was_destroyed (spell, spell_tag)) {
1555 remove_ob (spell);
1556 free_object (spell);
1557 }
1558 }
1559 break;
1560
1561 case SP_MOVING_BALL:
1562 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1561 if (QUERY_FLAG (victim, FLAG_ALIVE))
1562 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy ();
1567 }
1568 break;
1569
1570 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE))
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564 else if (victim->material || victim->materialname) 1573 else if (victim->materialname)
1565 save_throw_object (victim, spell->attacktype, spell); 1574 save_throw_object (victim, spell->attacktype, spell);
1566 break; 1575 break;
1567 } 1576 }
1568} 1577}

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