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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.67 by root, Sun Apr 20 00:44:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
79 dest->skill = spob->skill; 77 dest->skill = spob->skill;
80 else 78 else
81 dest->skill = caster->skill; 79 dest->skill = caster->skill;
82} 80}
83 81
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 84 */
155void 85void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
170 * Returns modified level. 100 * Returns modified level.
171 */ 101 */
172int 102int
173min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
174{ 104{
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
178 return 1; 106 return 1;
179 107
180 new_level = spell->level 108 int new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
183 111
184 return max (1, new_level); 112 return max (1, new_level);
185} 113}
186 114
187/* This function returns the effective level the spell 115/* This function returns the effective level the spell
188 * is being cast at. 116 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5. 117 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
192 */ 120 */
193
194int 121int
195caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
196{ 123{
197 int level = caster->level; 124 int level = caster->level;
198 125
199 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
201 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 { 137 {
204 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
205 break; 139 break;
206 } 140 }
207 141
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1;
213
214 level = MIN (level, sk_level + level / 10 + 1);
215 }
216
217 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
219 145
220 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 147 * errors in various places.
222 */ 148 */
223 if (level < 1)
224 level = 1;
225
226 return level; 149 return max (level, 1);
227} 150}
228 151
229/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
270 else 193 else
271 { 194 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
274 sp = 1; 197 sp = 1;
198
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
277 grace = 1; 201 grace = 1;
278 } 202 }
203
279 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 205 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
282 return grace; 207 return grace;
283 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
287 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288 return 0; 213 return 0;
289 } 214 }
290} 215}
291 216
292
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
295 */ 219 */
296int 220int
297SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
298{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
299 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj;
309} 228}
310 229
311/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
314 */ 233 */
315int 234int
316SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
317{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
318 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj;
329} 242}
330 243
331/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
334 */ 247 */
335int 248int
336SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
337{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
338 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj;
349} 256}
350 257
351/* Checks to see if player knows the spell. If the name is the same 258/* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't. 260 * returns 1 if they know the spell, 0 if they don't.
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 369 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 370 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0; 371 dir = 0;
465 } 372 }
466 373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
467 op->map->insert (new_op, 375 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 377 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
471 379
478 * has the AT_MAGIC bit set, and there is a counterwall 386 * has the AT_MAGIC bit set, and there is a counterwall
479 * on the space, the object doesn't get placed. if immune stop 387 * on the space, the object doesn't get placed. if immune stop
480 * does not have AT_MAGIC, then counterwalls do not effect the spell. 388 * does not have AT_MAGIC, then counterwalls do not effect the spell.
481 * 389 *
482 */ 390 */
483
484int 391int
485ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 392ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
486{ 393{
487 object *tmp; 394 if (!xy_normalise (m, x, y))
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0; 395 return 0;
496 396
497 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 397 mapspace &ms = m->at (x, y);
398
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
498 return 0; 400 return 0;
499 401
500 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
501 { 403 {
502 /* If there is a counterspell on the space, and this 404 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could 405 * object is using magic, don't progress. I believe we could
504 * leave this out and let in progress, and other areas of the code 406 * leave this out and let in progress, and other areas of the code
505 * will then remove it, but that would seem to to use more 407 * will then remove it, but that would seem to to use more
506 * resources, and may not work as well if a player is standing 408 * resources, and may not work as well if a player is standing
507 * on top of a counterwall spell (may hit the player before being 409 * on top of a counterwall spell (may hit the player before being
508 * removed.) On the other hand, it may be more dramatic for the 410 * removed.) On the other hand, it may be more dramatic for the
509 * spell to actually hit the counterwall and be sucked up. 411 * spell to actually hit the counterwall and be sucked up.
510 */ 412 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) && 413 if ((tmp->attacktype & AT_COUNTERSPELL)
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
513 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 415 && (tmp->type != PLAYER)
416 && (tmp->type != WEAPON)
417 && (tmp->type != BOW)
418 && (tmp->type != ARROW)
419 && (tmp->type != GOLEM)
420 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
421 // we special case floor here because there
422 // are sometimes spell effect floors
423 // which are used to inflict damage
424 // (and those shouldn't go away from
425 // sanctuary) see also: permanent lava
426 && (immune_stop & AT_MAGIC))
514 return 0; 427 return 0;
515 428
516 /* This is to prevent 'out of control' spells. Basically, this 429 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately 430 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe. 431 * needed for performance reasons, and just for playability I believe.
528 * playability reasons. 441 * playability reasons.
529 */ 442 */
530 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch
531 && tmp->type == op->type 444 && tmp->type == op->type
532 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
533 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
534 { 448 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
536 tmp->range = MAX (tmp->range, op->range); 450 tmp->range = MAX (tmp->range, op->range);
537 tmp->duration = MAX (tmp->duration, op->duration); 451 tmp->duration = MAX (tmp->duration, op->duration);
538 return 0; 452 return 0;
540 454
541 /* Perhaps we should also put checks in for no magic and unholy 455 /* Perhaps we should also put checks in for no magic and unholy
542 * ground to prevent it from moving along? 456 * ground to prevent it from moving along?
543 */ 457 */
544 } 458 }
459
545 /* If it passes the above tests, it must be OK */ 460 /* If it passes the above tests, it must be OK */
546 return 1; 461 return 1;
547} 462}
548 463
549/* fire_arch_from_position: fires an archetype. 464/* fire_arch_from_position: fires an archetype.
554 * dir: direction to fire in. 469 * dir: direction to fire in.
555 * spell: spell that is being fired. It uses other_arch for the archetype 470 * spell: spell that is being fired. It uses other_arch for the archetype
556 * to fire. 471 * to fire.
557 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
558 */ 473 */
559
560int 474int
561fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
562{ 476{
563 object *tmp; 477 object *tmp;
564 int mflags; 478 int mflags;
624 ****************************************************************************/ 538 ****************************************************************************/
625void 539void
626regenerate_rod (object *rod) 540regenerate_rod (object *rod)
627{ 541{
628 if (rod->stats.hp < rod->stats.maxhp) 542 if (rod->stats.hp < rod->stats.maxhp)
629 { 543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
630 rod->stats.hp += 1 + rod->stats.maxhp / 10;
631
632 if (rod->stats.hp > rod->stats.maxhp)
633 rod->stats.hp = rod->stats.maxhp;
634 }
635} 544}
636
637 545
638void 546void
639drain_rod_charge (object *rod) 547drain_rod_charge (object *rod)
640{ 548{
641 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 549 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
642} 550}
643
644
645
646 551
647/* this function is commonly used to find a friendly target for 552/* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour 553 * spells such as heal or protection or armour
649 * op is what is looking for the target (which can be a player), 554 * op is what is looking for the target (which can be a player),
650 * dir is the direction we are looking in. Return object found, or 555 * dir is the direction we are looking in. Return object found, or
651 * NULL if no good object. 556 * NULL if no good object.
652 */ 557 */
653
654object * 558object *
655find_target_for_friendly_spell (object *op, int dir) 559find_target_for_friendly_spell (object *op, int dir)
656{ 560{
657 object *tmp; 561 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661 562
662 /* I don't really get this block - if op isn't a player or rune, 563 /* I don't really get this block - if op isn't a player or rune,
663 * we then make the owner of this object the target. 564 * we then make the owner of this object the target.
664 * The owner could very well be no where near op. 565 * The owner could very well be no where near op.
665 */ 566 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673 tmp = op; 574 tmp = op;
674 } 575 }
675 else 576 else
676 { 577 {
677 m = op->map; 578 maptile *m = op->map;
678 x = op->x + freearr_x[dir]; 579 sint16 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir]; 580 sint16 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else 581
582 tmp = xy_normalise (m, x, y)
686 tmp = m->at (x, y).player (); 583 ? m->at (x, y).player ()
584 : 0;
687 } 585 }
688 586
689 /* didn't find a player there, look in current square for a player */ 587 /* didn't find a player there, look in current square for a player */
690 if (!tmp) 588 if (!tmp)
691 tmp = op->ms ().player (); 589 tmp = op->ms ().player ();
741 return freedir[i]; 639 return freedir[i];
742 } 640 }
743 return -1; /* flag for "keep going the way you were" */ 641 return -1; /* flag for "keep going the way you were" */
744} 642}
745 643
746
747
748/* put_a_monster: puts a monster named monstername near by 644/* put_a_monster: puts a monster named monstername near by
749 * op. This creates the treasures for the monsters, and 645 * op. This creates the treasures for the monsters, and
750 * also deals with multipart monsters properly. 646 * also deals with multipart monsters properly.
751 */ 647 */
752
753void 648void
754put_a_monster (object *op, const char *monstername) 649put_a_monster (object *op, const char *monstername)
755{ 650{
756 object *tmp, *head = NULL, *prev = NULL; 651 object *tmp, *head = NULL, *prev = NULL;
757 archetype *at; 652 archetype *at;
764 659
765 /* find a free square nearby 660 /* find a free square nearby
766 * first we check the closest square for free squares 661 * first we check the closest square for free squares
767 */ 662 */
768 663
769 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 664 dir = find_first_free_spot (at, op->map, op->x, op->y);
770 if (dir != -1) 665 if (dir != -1)
771 { 666 {
772 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
773 * insert multipart monsters properly 668 * insert multipart monsters properly
774 */ 669 */
670 //TODO: use expand_tail + ...
775 while (at != NULL) 671 while (at != NULL)
776 { 672 {
777 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
778 tmp->x = op->x + freearr_x[dir] + at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
779 tmp->y = op->y + freearr_y[dir] + at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
780 tmp->map = op->map; 676 tmp->map = op->map;
781 if (head) 677 if (head)
782 { 678 {
783 tmp->head = head; 679 tmp->head = head;
784 prev->more = tmp; 680 prev->more = tmp;
785 } 681 }
682
786 if (!head) 683 if (!head)
787 head = tmp; 684 head = tmp;
685
788 prev = tmp; 686 prev = tmp;
687
789 at = at->more; 688 at = (archetype *)at->more;
790 } 689 }
791 690
792 if (head->randomitems) 691 if (head->randomitems)
793 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794 693
830{ 729{
831 int attacktype; 730 int attacktype;
832 int face; 731 int face;
833} ATTACKS[22] = 732} ATTACKS[22] =
834{ 733{
835 {
836 AT_PHYSICAL, 0}, 734 { AT_PHYSICAL, 0},
837 {
838 AT_PHYSICAL, 0}, /*face = explosion */ 735 { AT_PHYSICAL, 0}, /*face = explosion */
839 {
840 AT_PHYSICAL, 0}, 736 { AT_PHYSICAL, 0},
841 {
842 AT_MAGIC, 1}, 737 { AT_MAGIC, 1},
843 {
844 AT_MAGIC, 1}, /* face = last-burnout */ 738 { AT_MAGIC, 1}, /* face = last-burnout */
845 {
846 AT_MAGIC, 1}, 739 { AT_MAGIC, 1},
847 {
848 AT_FIRE, 2}, 740 { AT_FIRE, 2},
849 {
850 AT_FIRE, 2}, /* face = fire.... */ 741 { AT_FIRE, 2}, /* face = fire.... */
851 {
852 AT_FIRE, 2}, 742 { AT_FIRE, 2},
853 {
854 AT_ELECTRICITY, 3}, 743 { AT_ELECTRICITY, 3},
855 {
856 AT_ELECTRICITY, 3}, /* ball_lightning */ 744 { AT_ELECTRICITY, 3}, /* ball_lightning */
857 {
858 AT_ELECTRICITY, 3}, 745 { AT_ELECTRICITY, 3},
859 {
860 AT_COLD, 4}, 746 { AT_COLD, 4},
861 {
862 AT_COLD, 4}, /* face=icestorm */ 747 { AT_COLD, 4}, /* face=icestorm */
863 {
864 AT_COLD, 4}, 748 { AT_COLD, 4},
865 {
866 AT_CONFUSION, 5}, 749 { AT_CONFUSION, 5},
867 {
868 AT_POISON, 7}, 750 { AT_POISON, 7},
869 {
870 AT_POISON, 7}, /* face = acid sphere. generator */ 751 { AT_POISON, 7}, /* face = acid sphere. generator */
871 {
872 AT_POISON, 7}, /* poisoncloud face */ 752 { AT_POISON, 7}, /* poisoncloud face */
873 {
874 AT_SLOW, 8}, 753 { AT_SLOW, 8},
875 {
876 AT_PARALYZE, 9}, 754 { AT_PARALYZE, 9},
877 {
878AT_FEAR, 10}}; 755 { AT_FEAR, 10},
879 756};
880
881 757
882/* shuffle_attack: peterm 758/* shuffle_attack: peterm
883 * This routine shuffles the attack of op to one of the 759 * This routine shuffles the attack of op to one of the
884 * ones in the list. It does this at random. It also 760 * ones in the list. It does this at random. It also
885 * chooses a face appropriate to the attack that is 761 * chooses a face appropriate to the attack that is
1023 899
1024int 900int
1025cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 901cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1026{ 902{
1027 int success; 903 int success;
1028 player *pl;
1029 object *spell; 904 object *spell;
1030 905
1031 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
1032 { 907 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
1034 return 0; 909 return 0;
1035 } 910 }
911
1036 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
1037 913
1038 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
1039 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1040 916
1041 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1042 { 918 {
1043 spell->remove (); 919 spell->remove ();
1044 return success; 920 return success;
1045 } 921 }
922
1046 for_all_players (pl) 923 for_all_players (pl)
1047 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1048 {
1049 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1050 } 926
1051 spell->remove (); 927 spell->remove ();
1052 return success; 928 return success;
1053} 929}
1054 930
1055/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1077 * 953 *
1078 * if it is a player casting the spell (op->type == PLAYER, op == caster), 954 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1079 * this function will decrease the mana/grace appropriately. For other 955 * this function will decrease the mana/grace appropriately. For other
1080 * objects, the caller should do what it considers appropriate. 956 * objects, the caller should do what it considers appropriate.
1081 */ 957 */
1082
1083int 958int
1084cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 959cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1085{ 960{
1086 const char *godname; 961 const char *godname;
1087 int success = 0, mflags, cast_level = 0, old_shoottype; 962 int success = 0, cast_level = 0;
1088 object *skill = NULL; 963 object *skill = NULL;
1089
1090 old_shoottype = op->contr ? op->contr->shoottype : 0;
1091 964
1092 if (!spell_ob) 965 if (!spell_ob)
1093 { 966 {
1094 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1095 return 0; 968 return 0;
1124 * at least process that code. 997 * at least process that code.
1125 */ 998 */
1126 if (op->type == PLAYER && op == caster) 999 if (op->type == PLAYER && op == caster)
1127 { 1000 {
1128 cast_level = caster_level (caster, spell_ob); 1001 cast_level = caster_level (caster, spell_ob);
1002
1129 if (spell_ob->skill) 1003 if (spell_ob->skill)
1130 { 1004 {
1131 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1132 if (!skill) 1007 if (!skill)
1133 { 1008 {
1134 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1009 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1135 return 0; 1010 return 0;
1136 } 1011 }
1012
1137 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1013 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1138 { 1014 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1015 op->failmsg ("You lack enough skill to cast that spell!");
1140 return 0; 1016 return 0;
1141 } 1017 }
1142 } 1018 }
1019
1143 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1144 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1145 */ 1022 */
1146 if (!QUERY_FLAG (op, FLAG_WIZ)) 1023 if (!QUERY_FLAG (op, FLAG_WIZ))
1147 { 1024 {
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1150 { 1027 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1028 op->failmsg ("You don't have enough mana!");
1152 return 0; 1029 return 0;
1153 } 1030 }
1154 1031
1155 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1156 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1157 { 1034 {
1158 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1035 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1159 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1036 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1037 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1162 }
1163 else 1038 else
1164 { 1039 {
1165 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1040 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1041 op->failmsg (format ("%s ignores your prayer.", godname));
1167 return 0; 1042 return 0;
1168 } 1043 }
1169 } 1044 }
1170 1045
1171 /* player/monster is trying to cast the spell. might fumble it */ 1046 /* player/monster is trying to cast the spell. might fumble it */
1172 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1047 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1173 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1048 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1174 { 1049 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1050 op->contr->play_sound (sound_find ("fumble_spell"));
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1051 op->failmsg ("You fumble the prayer.");
1177 if (settings.casting_time == TRUE) 1052
1178 {
1179 op->casting_time = -1;
1180 }
1181 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1053 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1182 return 0; 1054 return 0;
1183 } 1055 }
1184 else if (spell_ob->stats.sp) 1056 else if (spell_ob->stats.sp)
1185 { 1057 {
1186 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1058 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1187 1059
1188 if (failure < 0) 1060 if (failure < 0)
1189 { 1061 {
1190 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1062 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1191 if (settings.spell_failure_effects == TRUE) 1063 if (settings.spell_failure_effects == TRUE)
1192 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1064 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1193 op->contr->shoottype = (rangetype) old_shoottype; 1065
1194 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1066 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1195 return 0; 1067 return 0;
1196 } 1068 }
1197 } 1069 }
1198 } 1070 }
1199 } 1071 }
1200 1072
1201 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1073 int mflags = op->ms ().flags ();
1202 1074
1203 /* See if we can cast a spell here. If the caster and op are 1075 /* See if we can cast a spell here. If the caster and op are
1204 * not alive, then this would mean that the mapmaker put the 1076 * not alive, then this would mean that the mapmaker put the
1205 * objects on the space - presume that they know what they are 1077 * objects on the space - presume that they know what they are
1206 * doing. 1078 * doing.
1207 */ 1079 */
1208 1080
1209 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1081 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1210 { 1082 {
1211 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1083 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1212 return 0; 1084 return 0;
1213 } 1085 }
1214 1086
1215 if ((spell_ob->type == SPELL) 1087 if ((spell_ob->type == SPELL)
1216 && (caster->type != POTION) 1088 && (caster->type != POTION)
1221 { 1093 {
1222 if (op->type != PLAYER) 1094 if (op->type != PLAYER)
1223 return 0; 1095 return 0;
1224 1096
1225 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1097 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1098 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1227 else 1099 else if (object *item = op->contr->ranged_ob)
1228 switch (op->contr->shoottype)
1229 { 1100 {
1230 case range_magic: 1101 if (item->type == SPELL)
1231 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1102 op->failmsg ("Something blocks your spellcasting.");
1232 break; 1103 else if (item->type == SCROLL)
1233 case range_misc: 1104 op->failmsg ("Something blocks the magic of your scroll.");
1234 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235 break;
1236 case range_golem:
1237 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1238 break;
1239 default:
1240 break;
1241 }
1242 return 0;
1243 }
1244
1245 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246 {
1247 if (op->casting_time == -1)
1248 { /* begin the casting */
1249 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250 op->spell = spell_ob;
1251 /* put the stringarg into the object struct so that when the
1252 * spell is actually cast, it knows about the stringarg.
1253 * necessary for the invoke command spells.
1254 */
1255 if (stringarg)
1256 {
1257 op->spellarg = strdup (stringarg);
1258 }
1259 else 1105 else
1260 op->spellarg = NULL; 1106 op->failmsg ("Something blocks the magic of your item.");
1261 return 0;
1262 }
1263 else if (op->casting_time != 0)
1264 {
1265 if (op->type == PLAYER)
1266 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267 return 0;
1268 } 1107 }
1269 else 1108 else
1270 { /* casting_time == 0 */ 1109 op->failmsg ("Something blocks the spell!");
1271 op->casting_time = -1; 1110
1272 spell_ob = op->spell; 1111 return 0;
1273 stringarg = op->spellarg;
1274 }
1275 }
1276 else
1277 { 1112 }
1113
1278 /* Take into account how long it takes to cast the spell. 1114 /* Take into account how long it takes to cast the spell.
1279 * if the player is casting it, then we use the time in 1115 * if the player is casting it, then we use the time in
1280 * the spell object. If it is a spell object, have it 1116 * the spell object. If it is a spell object, have it
1281 * take two ticks. Things that cast spells on the players 1117 * take two ticks. Things that cast spells on the players
1282 * behalf (eg, altars, and whatever else) shouldn't cost 1118 * behalf (eg, altars, and whatever else) shouldn't cost
1283 * the player any time. 1119 * the player any time.
1284 * Ignore casting time for firewalls 1120 * Ignore casting time for firewalls
1121 */
1122 if (caster == op && caster->type != FIREWALL)
1123 {
1124 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1125 /* Other portions of the code may also decrement the speed of the player, so
1126 * put a lower limit so that the player isn't stuck here too long
1285 */ 1127 */
1286 if (caster == op && caster->type != FIREWALL)
1287 {
1288 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 /* Other portions of the code may also decrement the speed of the player, so
1290 * put a lower limit so that the player isn't stuck here too long
1291 */
1292 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1128 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1293 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1129 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1294 } 1130 }
1295 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1131 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1296 {
1297 op->speed_left -= 2 * FABS (op->speed); 1132 op->speed_left -= 2 * FABS (op->speed);
1298 }
1299 }
1300 1133
1301 if (op->type == PLAYER && op == caster) 1134 if (op->type == PLAYER && op == caster)
1302 { 1135 {
1303 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1136 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1304 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1137 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1311 if (op != caster && !skill && caster->skill) 1144 if (op != caster && !skill && caster->skill)
1312 { 1145 {
1313 skill = find_skill_by_name (op, caster->skill); 1146 skill = find_skill_by_name (op, caster->skill);
1314 if (!skill) 1147 if (!skill)
1315 { 1148 {
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1149 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1317 return 0; 1150 return 0;
1318 } 1151 }
1152
1319 change_skill (op, skill, 0); /* needed for proper exp credit */ 1153 op->change_skill (skill); /* needed for proper exp credit */
1320 } 1154 }
1155
1156 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1157 return RESULT_INT (0);
1321 1158
1322 switch (spell_ob->subtype) 1159 switch (spell_ob->subtype)
1323 { 1160 {
1324 /* The order of case statements is same as the order they show up 1161 /* The order of case statements is same as the order they show up
1325 * in in spells.h. 1162 * in in spells.h.
1326 */ 1163 */
1327 case SP_RAISE_DEAD: 1164 case SP_RAISE_DEAD:
1328 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1329 break; 1166 break;
1330 1167
1331 case SP_RUNE: 1168 case SP_RUNE:
1364 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1201 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1365 break; 1202 break;
1366 1203
1367 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1368 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1369 old_shoottype = range_golem;
1370 break; 1206 break;
1371 1207
1372 case SP_DIMENSION_DOOR: 1208 case SP_DIMENSION_DOOR:
1373 /* dimension door needs the actual caster, because that is what is 1209 /* dimension door needs the actual caster, because that is what is
1374 * moved. 1210 * moved.
1447#ifdef NO_POLYMORPH 1283#ifdef NO_POLYMORPH
1448 /* Not great, but at least provide feedback so if players do have 1284 /* Not great, but at least provide feedback so if players do have
1449 * polymorph (ie, find it as a preset item or left over from before 1285 * polymorph (ie, find it as a preset item or left over from before
1450 * it was disabled), they get some feedback. 1286 * it was disabled), they get some feedback.
1451 */ 1287 */
1452 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1288 op->failmsg ("The spell fizzles!");
1453 success = 0; 1289 success = 0;
1454#else 1290#else
1455 success = cast_polymorph (op, caster, spell_ob, dir); 1291 success = cast_polymorph (op, caster, spell_ob, dir);
1456#endif 1292#endif
1457 break; 1293 break;
1477 break; 1313 break;
1478 1314
1479 case SP_MOVING_BALL: 1315 case SP_MOVING_BALL:
1480 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1316 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1481 { 1317 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1483 success = 0; 1319 success = 0;
1484 } 1320 }
1485 else 1321 else
1486 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1487 break; 1323 break;
1507 success = cast_consecrate (op, caster, spell_ob); 1343 success = cast_consecrate (op, caster, spell_ob);
1508 break; 1344 break;
1509 1345
1510 case SP_ANIMATE_WEAPON: 1346 case SP_ANIMATE_WEAPON:
1511 success = animate_weapon (op, caster, spell_ob, dir); 1347 success = animate_weapon (op, caster, spell_ob, dir);
1512 old_shoottype = range_golem;
1513 break; 1348 break;
1514 1349
1515 case SP_LIGHT: 1350 case SP_LIGHT:
1516 success = cast_light (op, caster, spell_ob, dir); 1351 success = cast_light (op, caster, spell_ob, dir);
1517 break; 1352 break;
1530 1365
1531 case SP_AURA: 1366 case SP_AURA:
1532 success = create_aura (op, caster, spell_ob); 1367 success = create_aura (op, caster, spell_ob);
1533 break; 1368 break;
1534 1369
1535 case SP_TOWN_PORTAL:
1536 success = cast_create_town_portal (op, caster, spell_ob, dir);
1537 break;
1538
1539 case SP_PARTY_SPELL: 1370 case SP_PARTY_SPELL:
1540 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1541 break; 1372 break;
1542 1373
1543 default: 1374 default:
1544 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1375 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1546 }
1547
1548 /* FIXME - we need some better sound suppport */
1549 // yes, for example, augment map info with the spell effect
1550 // so clients can calculate the sounds themselves
1551 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1552
1553 /* free the spell arg */
1554 if (settings.casting_time == TRUE && stringarg)
1555 { 1376 }
1556 free (stringarg); 1377
1557 stringarg = NULL; 1378 op->play_sound (
1558 } 1379 success
1559 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1380 ? spell_ob->sound
1560 * to something like use_magic_item, but you really want to be able to fire 1381 ? spell_ob->sound
1561 * it again. 1382 : sound_find ("spell_success")
1562 */ 1383 : sound_find ("fumble_spell")
1563 if (op->contr) 1384 );
1564 op->contr->shoottype = (rangetype) old_shoottype;
1565 1385
1566 return success; 1386 return success;
1567} 1387}
1568 1388
1569
1570/* This is called from time.c/process_object(). That function 1389/* This is called from time.c/process_object(). That function
1571 * calls this for any SPELL_EFFECT type objects. This function 1390 * calls this for any SPELL_EFFECT type objects. This function
1572 * then dispatches them to the appropriate specific routines. 1391 * then dispatches them to the appropriate specific routines.
1573 */ 1392 */
1574void 1393void
1575move_spell_effect (object *op) 1394move_spell_effect (object *op)
1576{ 1395{
1662 break; 1481 break;
1663 1482
1664 case SP_MOVING_BALL: 1483 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1484 if (QUERY_FLAG (victim, FLAG_ALIVE))
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname) 1486 else if (victim->materialname)
1668 save_throw_object (victim, spell->attacktype, spell); 1487 save_throw_object (victim, spell->attacktype, spell);
1669 break; 1488 break;
1670 } 1489 }
1671} 1490}
1491

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