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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.70 by root, Sun May 4 18:24:11 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_util.C,v 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * 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
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* 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
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 80}
141 81
142/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
143 * 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
144 */ 84 */
145 85void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 87{
149
150 if (spob->other_arch != NULL) { 88 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 89 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} 90}
159 91
160/* 92/*
161 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
165 * 97 *
166 * caster is person casting hte spell. 98 * caster is person casting the spell.
167 * spell is the spell object. 99 * spell is the spell object.
168 * Returns modified level. 100 * Returns modified level.
169 */ 101 */
102int
170int min_casting_level(object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
171{ 104{
172 int new_level;
173
174 if (caster->path_denied & spell->path_attuned) { 105 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; 106 return 1;
183 } 107
184 new_level = spell->level 108 int new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
187 return (new_level < 1) ? 1 : new_level;
188}
189 111
112 return max (1, new_level);
113}
190 114
191/* This function returns the effective level the spell 115/* This function returns the effective level the spell
192 * is being cast at. 116 * is being cast at.
193 * 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.
194 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
196 */ 120 */
197 121int
198int caster_level(object *caster, object *spell) 122caster_level (object *caster, object *spell)
199{ 123{
200 int level = caster->level; 124 int level = caster->level;
201 125
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 126 /* 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) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 128 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1; 130 int sk_level = skill ? skill->level : 1;
131
219 level = MIN (level, sk_level + level / 10 + 1); 132 level = min (level, sk_level + level / 10 + 1);
220 }
221 133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++)
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141
222 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
225 145
226 /* 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
227 * errors in various places. 147 * errors in various places.
228 */ 148 */
229 if (level < 1) level = 1; 149 return max (level, 1);
230 return level;
231} 150}
232 151
233/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
240 * spell is the spell object. 159 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and 160 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher. 161 * mana. In that case, we return which ever value is higher.
243 */ 162 */
244 163
164sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 166{
247 int sp, grace, level = caster_level(caster, spell); 167 int sp, grace, level = caster_level (caster, spell);
248 168
249 if (settings.spellpoint_level_depend == TRUE) { 169 if (settings.spellpoint_level_depend == TRUE)
170 {
250 if (spell->stats.sp && spell->stats.maxsp) { 171 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 172 {
252 (1.0 + MAX(0, 173 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))); 174 }
254 } 175 else
255 else sp = spell->stats.sp; 176 sp = spell->stats.sp;
256 177
257 sp *= (int) PATH_SP_MULT(caster,spell); 178 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 179 if (!sp && spell->stats.sp)
180 sp = 1;
259 181
260 if (spell->stats.grace && spell->stats.maxgrace) { 182 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 183 {
262 (1.0 + MAX(0, 184 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))); 185 }
264 } 186 else
265 else grace = spell->stats.grace; 187 grace = spell->stats.grace;
266 188
267 grace *= (int) PATH_SP_MULT(caster,spell); 189 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 190 if (spell->stats.grace && !grace)
269 } else { 191 grace = 1;
192 }
193 else
194 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 196 if (spell->stats.sp && !sp)
197 sp = 1;
198
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 200 if (spell->stats.grace && !grace)
201 grace = 1;
274 } 202 }
203
275 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 205 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
278 return grace; 207 return grace;
279 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
280 return sp; 209 return sp;
281 else { 210 else
211 {
282 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);
283 return 0; 213 return 0;
284 } 214 }
285} 215}
286
287 216
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
290 */ 219 */
220int
291int SP_level_dam_adjust(object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
292{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
293 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj;
301} 228}
302 229
303/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
306 */ 233 */
234int
307int SP_level_duration_adjust(object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
308{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
309 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj;
318} 242}
319 243
320/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
323 */ 247 */
248int
324int SP_level_range_adjust(object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
325{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
326 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj;
335} 256}
336 257
337/* 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
338 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
339 * 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.
340 */ 261 */
262object *
341object *check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
342{ 264{
343 object *spop; 265 object *spop;
344 266
345 for (spop=op->inv; spop; spop=spop->below) 267 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 268 if (spop->type == SPELL && !strcmp (spop->name, name))
269 return spop;
347 270
348 return NULL; 271 return NULL;
349} 272}
350 273
351 274
352/* 275/*
353 * Look at object 'op' and see if they know the spell 276 * Look at object 'op' and see if they know the spell
356 * returns the matching spell object, or NULL. 279 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 280 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 281 * exact match, we also return NULL.
359 */ 282 */
360 283
284object *
361object *lookup_spell_by_name(object *op,const char *spname) { 285lookup_spell_by_name (object *op, const char *spname)
286{
362 object *spob1=NULL, *spob2=NULL, *spob; 287 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 288 int nummatch = 0;
364 289
365 if(spname==NULL) return NULL; 290 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; 291 return NULL;
292
293 /* Try to find the spell. We store the results in spob1
294 * and spob2 - spob1 is only taking the length of
295 * the past spname, spob2 uses the length of the spell name.
296 */
297 for (spob = op->inv; spob; spob = spob->below)
298 {
299 if (spob->type == SPELL)
300 {
301 if (!strncmp (spob->name, spname, strlen (spname)))
302 {
303 nummatch++;
304 spob1 = spob;
305 }
306 else if (!strncmp (spob->name, spname, strlen (spob->name)))
307 {
308 /* if spells have ambiguous names, it makes matching
309 * really difficult. (eg, fire and fireball would
310 * fall into this category). It shouldn't be hard to
311 * make sure spell names don't overlap in that fashion.
312 */
313 if (spob2)
314 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
315 spob2 = spob;
316 }
317 }
318 }
319 /* if we have best match, return it. Otherwise, if we have one match
320 * on the loser match, return that, otehrwise null
321 */
322 if (spob2)
323 return spob2;
324 if (spob1 && nummatch == 1)
325 return spob1;
326 return NULL;
395} 327}
396 328
397/* reflwall - decides weither the (spell-)object sp_op will 329/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 330 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 331 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 332 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 333 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 334 * eg, updated for tiled maps.
403 */ 335 */
336int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 337reflwall (maptile *m, int x, int y, object *sp_op)
338{
405 object *op; 339 object *op;
406 340
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 341 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; 342 return 0;
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1;
348
349 return 0;
414} 350}
415 351
416/* cast_create_object: creates object new_op in direction dir 352/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 353 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 354 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 355 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 356 * returns the direction that the object was actually placed
421 * in. 357 * in.
422 */ 358 */
359int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 360cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 361{
425 mapstruct *m; 362 maptile *m;
426 sint16 sx, sy; 363 sint16 sx, sy;
427 364
428 if(dir && 365 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) || 366 ((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)))) { 367 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
368 {
431 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.");
432 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.");
433 dir = 0; 371 dir = 0;
434 } 372 }
435 new_op->x=op->x+freearr_x[dir]; 373
436 new_op->y=op->y+freearr_y[dir]; 374 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 if (dir == 0) 375 op->map->insert (new_op,
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
439 else 377 op,
440 insert_ob_in_map(new_op,op->map,op,0); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
379
441 return dir; 380 return dir;
442} 381}
443 382
444/* Returns true if it is ok to put spell *op on the space/may provided. 383/* 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 384 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 385 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 386 * has the AT_MAGIC bit set, and there is a counterwall
448 * 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
449 * 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.
450 * 389 *
451 */ 390 */
452 391int
453int ok_to_put_more(mapstruct *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)
454 object *tmp; 393{
455 int mflags; 394 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; 395 return 0;
490 396
397 mapspace &ms = m->at (x, y);
398
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0;
401
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
403 {
404 /* If there is a counterspell on the space, and this
405 * object is using magic, don't progress. I believe we could
406 * leave this out and let in progress, and other areas of the code
407 * will then remove it, but that would seem to to use more
408 * resources, and may not work as well if a player is standing
409 * on top of a counterwall spell (may hit the player before being
410 * removed.) On the other hand, it may be more dramatic for the
411 * spell to actually hit the counterwall and be sucked up.
412 */
413 if ((tmp->attacktype & AT_COUNTERSPELL)
414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
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))
427 return 0;
428
429 /* This is to prevent 'out of control' spells. Basically, this
430 * limits one spell effect per space per spell. This is definately
431 * needed for performance reasons, and just for playability I believe.
432 * there are no such things as multispaced spells right now, so
433 * we don't need to worry about the head.
434 */
435 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
436 return 0;
437
491 /* 438 /*
492 * Combine similar spell effects into one spell effect. Needed for 439 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 440 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 441 * playability reasons.
495 */ 442 */
496 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
497 && tmp->type == op->type 444 && tmp->type == op->type
498 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 446 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION) 447 && ((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 ) { 448 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 450 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 451 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 452 return 0;
507 } 453 }
508 454
509 /* 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
510 * ground to prevent it from moving along? 456 * ground to prevent it from moving along?
511 */ 457 */
512 } 458 }
459
513 /* If it passes the above tests, it must be OK */ 460 /* If it passes the above tests, it must be OK */
514 return 1; 461 return 1;
515} 462}
516 463
517/* fire_arch_from_position: fires an archetype. 464/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 465 * op: person firing the object.
519 * caster: object casting the spell. 466 * caster: object casting the spell.
522 * dir: direction to fire in. 469 * dir: direction to fire in.
523 * 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
524 * to fire. 471 * to fire.
525 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
526 */ 473 */
527 474int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 476{
531 object *tmp; 477 object *tmp;
532 int mflags; 478 int mflags;
533 mapstruct *m; 479 maptile *m;
534 480
535 if(spell->other_arch==NULL) 481 if (spell->other_arch == NULL)
536 return 0; 482 return 0;
537 483
538 m = op->map; 484 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 485 mflags = get_map_flags (m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) { 486 if (mflags & P_OUT_OF_MAP)
541 return 0;
542 } 487 {
488 return 0;
489 }
543 490
544 tmp=arch_to_object(spell->other_arch); 491 tmp = arch_to_object (spell->other_arch);
545 492
546 if(tmp==NULL) 493 if (tmp == NULL)
547 return 0; 494 return 0;
548 495
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { 496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp); 499 tmp->destroy ();
552 return 0; 500 return 0;
553 } 501 }
554 502
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 509 tmp->x = x;
564 tmp->y=y; 510 tmp->y = y;
565 tmp->direction=dir; 511 tmp->direction = dir;
566 if (get_owner (op) != NULL) 512 if (op->owner != NULL)
567 copy_owner (tmp, op); 513 tmp->set_owner (op);
568 else 514 else
569 set_owner (tmp, op); 515 tmp->set_owner (op);
570 tmp->level = caster_level (caster, spell); 516 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 517 set_spell_skill (op, caster, spell, tmp);
572 518
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0;
576 } 521 {
522 if (!tailor_god_spell (tmp, op))
523 return 0;
524 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 526 SET_ANIMATION (tmp, dir);
579 527
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 528 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
581 return 1;
582
583 move_spell_effect(tmp); 529 move_spell_effect (tmp);
584 530
585 return 1; 531 return 1;
586} 532}
587
588
589 533
590/***************************************************************************** 534/*****************************************************************************
591 * 535 *
592 * Code related to rods - perhaps better located in another file? 536 * Code related to rods - perhaps better located in another file?
593 * 537 *
594 ****************************************************************************/ 538 ****************************************************************************/
595 539void
596void regenerate_rod(object *rod) { 540regenerate_rod (object *rod)
541{
597 if (rod->stats.hp < rod->stats.maxhp) { 542 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 543 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} 544}
604 545
605 546void
606void drain_rod_charge(object *rod) { 547drain_rod_charge (object *rod)
548{
607 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);
608} 550}
609
610
611
612 551
613/* this function is commonly used to find a friendly target for 552/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 553 * spells such as heal or protection or armour
615 * 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),
616 * 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
617 * NULL if no good object. 556 * NULL if no good object.
618 */ 557 */
619 558object *
620object *find_target_for_friendly_spell(object *op,int dir) { 559find_target_for_friendly_spell (object *op, int dir)
560{
621 object *tmp; 561 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 562
626 /* 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,
627 * we then make the owner of this object the target. 564 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 565 * The owner could very well be no where near op.
629 */ 566 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 567 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 568 {
569 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 570 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 571 * to the caster.
634 */ 572 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
574 tmp = op;
575 }
576 else
636 } 577 {
637 else { 578 maptile *m = op->map;
638 m = op->map; 579 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 580 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 581
641 582 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 583 ? m->at (x, y).player ()
643 584 : 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 } 585 }
586
652 /* 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 */
653 if(tmp==NULL) 588 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 589 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 }
669 590
670 return tmp; 591 return tmp;
671} 592}
672 593
673 594
674 595
675/* raytrace: 596/* raytrace:
682 * It returns the direction toward the first/closest live object if it finds 603 * It returns the direction toward the first/closest live object if it finds
683 * any, otherwise -1. 604 * any, otherwise -1.
684 * note that exclude can be NULL, in which case all bets are off. 605 * note that exclude can be NULL, in which case all bets are off.
685 */ 606 */
686 607
608int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 609spell_find_dir (maptile *m, int x, int y, object *exclude)
610{
688 int i,max=SIZEOFFREE; 611 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 612 sint16 nx, ny;
690 int owner_type=0, mflags; 613 int owner_type = 0, mflags;
691 object *tmp; 614 object *tmp;
692 mapstruct *mp; 615 maptile *mp;
693 616
694 if (exclude && exclude->head) 617 if (exclude && exclude->head)
695 exclude = exclude->head; 618 exclude = exclude->head;
696 if (exclude && exclude->type) 619 if (exclude && exclude->type)
697 owner_type = exclude->type; 620 owner_type = exclude->type;
698 621
699 for(i=rndm(1, 8);i<max;i++) { 622 for (i = rndm (1, 8); i < max; i++)
623 {
700 nx = x + freearr_x[i]; 624 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 625 ny = y + freearr_y[i];
702 mp = m; 626 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 627 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 628 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
629 continue;
705 630
706 tmp=get_map_ob(mp,nx,ny); 631 tmp = GET_MAP_OB (mp, nx, ny);
707 632
708 while(tmp!=NULL && (((owner_type==PLAYER && 633 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 634 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 635 (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; 636 tmp = tmp->above;
713 637
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 638 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 639 return freedir[i];
716 } 640 }
717 return -1; /* flag for "keep going the way you were" */ 641 return -1; /* flag for "keep going the way you were" */
718} 642}
719
720
721 643
722/* put_a_monster: puts a monster named monstername near by 644/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 645 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 646 * also deals with multipart monsters properly.
725 */ 647 */
726 648void
727void put_a_monster(object *op,const char *monstername) { 649put_a_monster (object *op, const char *monstername)
650{
728 object *tmp,*head=NULL,*prev=NULL; 651 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 652 archetype *at;
730 int dir; 653 int dir;
731 654
732 /* Handle cases where we are passed a bogus mosntername */ 655 /* Handle cases where we are passed a bogus mosntername */
733 656
734 if((at=find_archetype(monstername))==NULL) return; 657 if ((at = archetype::find (monstername)) == NULL)
658 return;
735 659
736 /* find a free square nearby 660 /* find a free square nearby
737 * first we check the closest square for free squares 661 * first we check the closest square for free squares
738 */ 662 */
739 663
740 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);
741 if(dir!=-1) { 665 if (dir != -1)
666 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 668 * insert multipart monsters properly
744 */ 669 */
745 while (at!=NULL) { 670 //TODO: use expand_tail + ...
671 while (at != NULL)
672 {
746 tmp=arch_to_object(at); 673 tmp = arch_to_object (at);
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
749 tmp->map = op->map; 676 tmp->map = op->map;
750 if (head) { 677 if (head)
751 tmp->head=head; 678 {
752 prev->more=tmp; 679 tmp->head = head;
753 } 680 prev->more = tmp;
754 if (!head) head=tmp; 681 }
755 prev=tmp;
756 at=at->more;
757 }
758 682
683 if (!head)
684 head = tmp;
685
686 prev = tmp;
687
688 at = (archetype *)at->more;
689 }
690
759 if (head->randomitems) 691 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 693
762 insert_ob_in_map(head,op->map,op,0); 694 insert_ob_in_map (head, op->map, op, 0);
763 695
764 /* thought it'd be cool to insert a burnout, too.*/ 696 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 697 op->map->insert (archetype::get (shstr_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 } 698 }
771} 699}
772 700
773/* peterm: function which summons hostile monsters and 701/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 702 * places them in nearby squares.
782 * use to call this, but best I can tell, that spell/ability was 710 * 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 711 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 712 * players part (alchemy, reincarnation, etc)
785 */ 713 */
786 714
715int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 716summon_hostile_monsters (object *op, int n, const char *monstername)
717{
788 int i; 718 int i;
719
789 for(i=0;i<n;i++) 720 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 721 put_a_monster (op, monstername);
791 722
792 return n; 723 return n;
793} 724}
794 725
795 726
796/* Some local definitions for shuffle-attack */ 727/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 728struct attacktype_shuffle
729{
798 int attacktype; 730 int attacktype;
799 int face; 731 int face;
800 } ATTACKS[22] = { 732} ATTACKS[22] =
733{
801 {AT_PHYSICAL,0}, 734 { AT_PHYSICAL, 0},
802 {AT_PHYSICAL,0}, /*face = explosion*/ 735 { AT_PHYSICAL, 0}, /*face = explosion */
803 {AT_PHYSICAL,0}, 736 { AT_PHYSICAL, 0},
804 {AT_MAGIC,1}, 737 { AT_MAGIC, 1},
805 {AT_MAGIC,1}, /* face = last-burnout */ 738 { AT_MAGIC, 1}, /* face = last-burnout */
806 {AT_MAGIC,1}, 739 { AT_MAGIC, 1},
807 {AT_FIRE,2}, 740 { AT_FIRE, 2},
808 {AT_FIRE,2}, /* face = fire.... */ 741 { AT_FIRE, 2}, /* face = fire.... */
809 {AT_FIRE,2}, 742 { AT_FIRE, 2},
810 {AT_ELECTRICITY,3}, 743 { AT_ELECTRICITY, 3},
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 744 { AT_ELECTRICITY, 3}, /* ball_lightning */
812 {AT_ELECTRICITY,3}, 745 { AT_ELECTRICITY, 3},
813 {AT_COLD,4},
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 746 { AT_COLD, 4},
747 { AT_COLD, 4}, /* face=icestorm */
748 { AT_COLD, 4},
816 {AT_CONFUSION,5}, 749 { AT_CONFUSION, 5},
817 {AT_POISON,7}, 750 { AT_POISON, 7},
818 {AT_POISON,7}, /* face = acid sphere. generator */ 751 { AT_POISON, 7}, /* face = acid sphere. generator */
819 {AT_POISON,7}, /* poisoncloud face */ 752 { AT_POISON, 7}, /* poisoncloud face */
820 {AT_SLOW,8}, 753 { AT_SLOW, 8},
821 {AT_PARALYZE,9}, 754 { AT_PARALYZE, 9},
822 {AT_FEAR,10} }; 755 { AT_FEAR, 10},
823 756};
824
825 757
826/* shuffle_attack: peterm 758/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 759 * This routine shuffles the attack of op to one of the
828 * ones in the list. It does this at random. It also 760 * ones in the list. It does this at random. It also
829 * chooses a face appropriate to the attack that is 761 * chooses a face appropriate to the attack that is
837 * would be nice. 769 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 770 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 771 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 772 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 773 */
774void
842void shuffle_attack(object *op,int change_face) 775shuffle_attack (object *op, int change_face)
843{ 776{
844 int i; 777 int i;
778
845 i=rndm(0, 21); 779 i = rndm (0, 21);
846 780
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 781 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 782
849 if(change_face) { 783 if (change_face)
784 {
850 SET_ANIMATION(op, ATTACKS[i].face); 785 SET_ANIMATION (op, ATTACKS[i].face);
851 } 786 }
852} 787}
853 788
854 789
855/* prayer_failure: This is called when a player fails 790/* prayer_failure: This is called when a player fails
857 * op is the player. 792 * op is the player.
858 * failure is basically how much grace they had. 793 * failure is basically how much grace they had.
859 * power is how much grace the spell would normally take to cast. 794 * power is how much grace the spell would normally take to cast.
860 */ 795 */
861 796
797void
862void prayer_failure(object *op, int failure,int power) 798prayer_failure (object *op, int failure, int power)
863{ 799{
864 const char *godname; 800 const char *godname;
865 object *tmp; 801 object *tmp;
866 802
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 803 if (!strcmp ((godname = determine_god (op)), "none"))
804 godname = "Your spirit";
868 805
869 if(failure<= -20 && failure > -40) /* wonder */ 806 if (failure <= -20 && failure > -40) /* wonder */
870 { 807 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 808 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype(SPELL_WONDER); 809 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 810 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 811 tmp->destroy ();
875 } 812 }
876 813
877 else if (failure <= -40 && failure > -60) /* confusion */ 814 else if (failure <= -40 && failure > -60) /* confusion */
878 { 815 {
879 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 816 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player(op,op,99); 817 confuse_player (op, op, 99);
881 } 818 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 819 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 820 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 821 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."); 822 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player(op,op,99); 823 paralyze_player (op, op, 99);
887 } 824 }
888 else if (failure <= -150) /* blast the immediate area */ 825 else if (failure <= -150) /* blast the immediate area */
889 { 826 {
890 tmp = get_archetype(GOD_POWER); 827 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 828 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm(op,tmp, power); 829 cast_magic_storm (op, tmp, power);
893 } 830 }
894} 831}
895 832
896/* 833/*
897 * spell_failure() handles the various effects for differing degrees 834 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 837 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell. 838 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell. 839 * skill is the skill you'd need to cast the spell.
903 */ 840 */
904 841
842void
905void spell_failure(object *op, int failure,int power, object *skill) 843spell_failure (object *op, int failure, int power, object *skill)
906{ 844{
907 object *tmp; 845 object *tmp;
908 846
909 if (settings.spell_failure_effects == FALSE) 847 if (settings.spell_failure_effects == FALSE)
910 return; 848 return;
911 849
912 if (failure<=-20 && failure > -40) /* wonder */ 850 if (failure <= -20 && failure > -40) /* wonder */
913 { 851 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915 tmp = get_archetype(SPELL_WONDER); 853 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 854 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 855 tmp->destroy ();
918 } 856 }
919 857
920 else if (failure <= -40 && failure > -60) /* confusion */ 858 else if (failure <= -40 && failure > -60) /* confusion */
921 { 859 {
922 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 860 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923 confuse_player(op,op,99); 861 confuse_player (op, op, 99);
924 } 862 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 863 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 864 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 865 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 866 paralyze_player (op, op, 99);
929 } 867 }
930 else if (failure <= -80) /* blast the immediate area */ 868 else if (failure <= -80) /* blast the immediate area */
931 { 869 {
932 object *tmp; 870 object *tmp;
871
933 /* Safety check to make sure we don't get any mana storms in scorn */ 872 /* 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) { 873 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 { 874 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 875 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 876 hit_player (op, 9998, op, AT_INTERNAL, 1);
877
967 } 878 }
968 spell = arch_to_object( spell_ob->other_arch ); 879 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 { 880 {
975 remove_ob( spell ); 881 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
976 return success; 882 tmp = get_archetype (LOOSE_MANA);
883 tmp->level = skill->level;
884
885 /* increase the area of destruction a little for more powerful spells */
886 tmp->range += isqrt (power);
887
888 if (power > 25)
889 tmp->stats.dam = 25 + isqrt (power);
890 else
891 tmp->stats.dam = power; /* nasty recoils! */
892
893 tmp->stats.maxhp = tmp->count;
894
895 tmp->insert_at (op);
977 } 896 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 897 }
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 898}
980 { 899
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 900int
982 } 901cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
983 remove_ob( spell ); 902{
903 int success;
904 object *spell;
905
906 if (!spell_ob->other_arch)
907 {
908 LOG (llevError, "cast_party_spell: empty other arch\n");
909 return 0;
910 }
911
912 spell = arch_to_object (spell_ob->other_arch);
913
914 /* Always cast spell on caster */
915 success = cast_spell (op, caster, dir, spell, stringarg);
916
917 if (caster->contr->party == NULL)
918 {
919 spell->remove ();
984 return success; 920 return success;
985 } 921 }
922
923 for_all_players (pl)
924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
926
927 spell->remove ();
928 return success;
929}
986 930
987/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
988 * 932 *
989 * op is the creature that is owner of the object that is casting the spell - 933 * op is the creature that is owner of the object that is casting the spell -
990 * eg, the player or monster. 934 * eg, the player or monster.
1009 * 953 *
1010 * 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),
1011 * this function will decrease the mana/grace appropriately. For other 955 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 956 * objects, the caller should do what it considers appropriate.
1013 */ 957 */
1014 958int
1015int cast_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)
1016 960{
1017 const char *godname; 961 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 962 int success = 0, cast_level = 0;
1019 object *skill=NULL; 963 object *skill = NULL;
1020 964
1021 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022
1023 if (!spell_ob) { 965 if (!spell_ob)
966 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 968 return 0;
1026 } 969 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 970
971 if (!strcmp ((godname = determine_god (op)), "none"))
972 godname = "A random spirit";
973
1029 /* the caller should set caster to op if appropriate */ 974 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 975 if (!caster)
976 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 977 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 978 return 0;
1033 } 979 }
1034 980
1035 /* if caster is a spell casting object, this normally shouldn't be 981 /* if caster is a spell casting object, this normally shouldn't be
1036 * an issue, because they don't have any spellpaths set up. 982 * an issue, because they don't have any spellpaths set up.
1037 */ 983 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 984 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
985 {
1039 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 986 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1040 return 0; 987 return 0;
1041 } 988 }
1042 989
1043 /* if it is a player casting the spell, and they are really casting it 990 /* 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 991 * (vs it coming from a wand, scroll, or whatever else), do some
1045 * checks. We let monsters do special things - eg, they 992 * checks. We let monsters do special things - eg, they
1046 * don't need the skill, bypass level checks, etc. The monster function 993 * don't need the skill, bypass level checks, etc. The monster function
1047 * should take care of that. 994 * should take care of that.
1048 * Remove the wiz check here and move it further down - some spells 995 * 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 996 * need to have the right skill pointer passed, so we need to
1050 * at least process that code. 997 * at least process that code.
1051 */ 998 */
1052 if (op->type == PLAYER && op == caster) { 999 if (op->type == PLAYER && op == caster)
1000 {
1053 cast_level = caster_level(caster, spell_ob); 1001 cast_level = caster_level (caster, spell_ob);
1002
1054 if (spell_ob->skill) { 1003 if (spell_ob->skill)
1004 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1056 if (!skill) { 1007 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1058 spell_ob->skill, spell_ob->name);
1059 return 0;
1060 }
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1063 return 0;
1064 }
1065 }
1066 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana.
1068 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1073 return 0;
1074 }
1075 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);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1086 return 0;
1087 }
1088 }
1089
1090 /* player/monster is trying to cast the spell. might fumble it */
1091 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])) {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1095 if (settings.casting_time == TRUE) {
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);
1099 return 0;
1100 } else if (spell_ob->stats.sp) {
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1102 op->contr->encumbrance +op->level - spell_ob->level +35;
1103
1104 if( failure < 0) {
1105 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)
1107 spell_failure(op,failure,
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
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);
1112 return 0;
1113 }
1114 }
1115 }
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1119
1120 /* 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
1122 * objects on the space - presume that they know what they are
1123 * doing.
1124 */
1125 if (spell_ob->type == SPELL
1126 && (mflags & P_SAFE_MAP || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1127 && !QUERY_FLAG(op, FLAG_WIZCAST)
1128 && (QUERY_FLAG(caster, FLAG_ALIVE)
1129 || QUERY_FLAG(op, FLAG_ALIVE))
1130 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1131 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1132 {
1133 if (op->type!=PLAYER)
1134 return 0;
1135
1136 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1137 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1138 else if (mflags & P_SAFE_MAP)
1139 new_draw_info(NDI_UNIQUE, 0,op,
1140 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1141 else
1142 switch(op->contr->shoottype)
1143 { 1008 {
1144 case range_magic: 1009 op->failmsg (format ("You need the skill %s to cast %s! "
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 1010 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name));
1146 break; 1013 return 0;
1147 case range_misc:
1148 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1149 break;
1150 case range_golem:
1151 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1152 break;
1153 default:
1154 break;
1155 } 1014 }
1156 return 0; 1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1019 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1022 cast_level, casting_level));
1023 return 0;
1024 }
1157 } 1025 }
1158 1026
1159 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1160 if (op->casting_time==-1) { /* begin the casting */ 1028 * to have sufficient grace/mana.
1161 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1162 op->spell = spell_ob;
1163 /* put the stringarg into the object struct so that when the
1164 * spell is actually cast, it knows about the stringarg.
1165 * necessary for the invoke command spells.
1166 */ 1029 */
1167 if(stringarg) { 1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1168 op->spellarg = strdup_local(stringarg); 1031 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 {
1035 op->failmsg ("You don't have enough mana!");
1036 return 0;
1037 }
1038
1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1041 {
1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else
1046 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname));
1049 return 0;
1050 }
1051 }
1052
1053 /* player/monster is trying to cast the spell. might fumble it */
1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1056 {
1057 op->contr->play_sound (sound_find ("fumble_spell"));
1058 op->failmsg ("You fumble the prayer.");
1059
1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1061 return 0;
1062 }
1063 else if (spell_ob->stats.sp)
1064 {
1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1066
1067 if (failure < 0)
1068 {
1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1070 if (settings.spell_failure_effects == TRUE)
1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1072
1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1074 return 0;
1075 }
1076 }
1077 }
1169 } 1078 }
1170 else op->spellarg=NULL; 1079
1080 int mflags = op->ms ().flags ();
1081
1082 /* See if we can cast a spell here. If the caster and op are
1083 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are
1085 * doing.
1086 */
1087
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 {
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1171 return 0; 1091 return 0;
1172 } 1092 }
1173 else if (op->casting_time != 0) { 1093
1094 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST)
1097 && (QUERY_FLAG (caster, FLAG_ALIVE)
1098 || QUERY_FLAG (op, FLAG_ALIVE))
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 {
1174 if (op->type == PLAYER ) 1101 if (op->type != PLAYER)
1175 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1102 return 0;
1103
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1106 else if (object *item = op->contr->ranged_ob)
1107 {
1108 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL)
1111 op->failmsg ("Something blocks the magic of your scroll.");
1112 else
1113 op->failmsg ("Something blocks the magic of your item.");
1114 }
1115 else
1116 op->failmsg ("Something blocks the spell!");
1117
1176 return 0; 1118 return 0;
1177 } else { /* casting_time == 0 */ 1119 }
1178 op->casting_time = -1; 1120
1179 spell_ob = op->spell;
1180 stringarg = op->spellarg;
1181 }
1182 } else {
1183 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1184 * if the player is casting it, then we use the time in 1122 * if the player is casting it, then we use the time in
1185 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1186 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1187 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1188 * the player any time. 1126 * the player any time.
1189 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1190 */ 1128 */
1191 if (caster == op && caster->type != FIREWALL) { 1129 if (caster == op && caster->type != FIREWALL)
1130 {
1192 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1193 /* Other portions of the code may also decrement the speed of the player, so 1132 /* Other portions of the code may also decrement the speed of the player, so
1194 * put a lower limit so that the player isn't stuck here too long 1133 * put a lower limit so that the player isn't stuck here too long
1195 */ 1134 */
1196 if ((spell_ob->casting_time > 0) &&
1197 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1198 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1199 } else if (caster->type == WAND || caster->type == HORN || 1137 }
1200 caster->type == ROD || caster->type == POTION || 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1201 caster->type == SCROLL) {
1202 op->speed_left -= 2 * FABS(op->speed); 1139 op->speed_left -= 2 * FABS (op->speed);
1203 }
1204 }
1205 1140
1206 if (op->type == PLAYER && op == caster) { 1141 if (op->type == PLAYER && op == caster)
1142 {
1207 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1208 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1209 } 1145 }
1210 1146
1211 /* We want to try to find the skill to properly credit exp. 1147 /* We want to try to find the skill to properly credit exp.
1212 * for spell casting objects, the exp goes to the skill the casting 1148 * for spell casting objects, the exp goes to the skill the casting
1213 * object requires. 1149 * object requires.
1214 */ 1150 */
1215 if (op != caster && !skill && caster->skill) { 1151 if (op != caster && !skill && caster->skill)
1152 {
1216 skill = find_skill_by_name(op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1217 if (!skill) { 1154 if (!skill)
1218 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1155 {
1219 caster->skill, query_name(caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1220 return 0; 1157 return 0;
1221 } 1158 }
1159
1222 change_skill(op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1223 } 1161 }
1224 1162
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1164 return RESULT_INT (0);
1165
1225 switch(spell_ob->subtype) { 1166 switch (spell_ob->subtype)
1167 {
1226 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1227 * in in spells.h. 1169 * in in spells.h.
1228 */ 1170 */
1229 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1230 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1231 break; 1173 break;
1232 1174
1233 case SP_RUNE: 1175 case SP_RUNE:
1234 success = write_rune(op,caster, spell_ob, dir,stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, stringarg);
1235 break; 1177 break;
1236 1178
1237 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1238 success = write_mark(op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, stringarg);
1239 break; 1181 break;
1240 1182
1241 case SP_BOLT: 1183 case SP_BOLT:
1242 success = fire_bolt(op,caster,dir,spell_ob,skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1243 break; 1185 break;
1244 1186
1245 case SP_BULLET: 1187 case SP_BULLET:
1246 success = fire_bullet(op, caster, dir, spell_ob); 1188 success = fire_bullet (op, caster, dir, spell_ob);
1247 break; 1189 break;
1248 1190
1249 case SP_CONE: 1191 case SP_CONE:
1250 success = cast_cone(op, caster, dir, spell_ob); 1192 success = cast_cone (op, caster, dir, spell_ob);
1251 break; 1193 break;
1252 1194
1253 case SP_BOMB: 1195 case SP_BOMB:
1254 success = create_bomb(op,caster,dir, spell_ob); 1196 success = create_bomb (op, caster, dir, spell_ob);
1255 break; 1197 break;
1256 1198
1257 case SP_WONDER: 1199 case SP_WONDER:
1258 success = cast_wonder(op,caster, dir,spell_ob); 1200 success = cast_wonder (op, caster, dir, spell_ob);
1259 break; 1201 break;
1260 1202
1261 case SP_SMITE: 1203 case SP_SMITE:
1262 success = cast_smite_spell(op,caster, dir,spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1205 break;
1264 1206
1265 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1266 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1267 op->y + freearr_y[dir], dir, spell_ob);
1268 break; 1209 break;
1269 1210
1270 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1271 success = summon_golem(op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1272 old_shoottype = range_golem;
1273 break; 1213 break;
1274 1214
1275 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1276 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1277 * moved. 1217 * moved.
1278 */ 1218 */
1279 success = dimension_door(op,caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir);
1280 break; 1220 break;
1281 1221
1282 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1283 if(op->type==PLAYER) { 1223 if (op->type == PLAYER)
1224 {
1284 spell_effect(spell_ob, op->x, op->y, op->map, op); 1225 spell_effect (spell_ob, op->x, op->y, op->map, op);
1285 draw_magic_map(op); 1226 draw_magic_map (op);
1286 success=1; 1227 success = 1;
1287 } 1228 }
1288 else success=0; 1229 else
1230 success = 0;
1289 break; 1231 break;
1290 1232
1291 case SP_MAGIC_WALL: 1233 case SP_MAGIC_WALL:
1292 success = magic_wall(op,caster,dir,spell_ob); 1234 success = magic_wall (op, caster, dir, spell_ob);
1293 break; 1235 break;
1294 1236
1295 case SP_DESTRUCTION: 1237 case SP_DESTRUCTION:
1296 success = cast_destruction(op,caster,spell_ob); 1238 success = cast_destruction (op, caster, spell_ob);
1297 break; 1239 break;
1298 1240
1299 case SP_PERCEIVE_SELF: 1241 case SP_PERCEIVE_SELF:
1300 success = perceive_self(op); 1242 success = perceive_self (op);
1301 break; 1243 break;
1302 1244
1303 case SP_WORD_OF_RECALL: 1245 case SP_WORD_OF_RECALL:
1304 success = cast_word_of_recall(op,caster,spell_ob); 1246 success = cast_word_of_recall (op, caster, spell_ob);
1305 break; 1247 break;
1306 1248
1307 case SP_INVISIBLE: 1249 case SP_INVISIBLE:
1308 success = cast_invisible(op,caster,spell_ob); 1250 success = cast_invisible (op, caster, spell_ob);
1309 break; 1251 break;
1310 1252
1311 case SP_PROBE: 1253 case SP_PROBE:
1312 success = probe(op,caster, spell_ob, dir); 1254 success = probe (op, caster, spell_ob, dir);
1313 break; 1255 break;
1314 1256
1315 case SP_HEALING: 1257 case SP_HEALING:
1316 success = cast_heal(op,caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1317 break; 1259 break;
1318 1260
1319 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1320 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1321 break; 1263 break;
1322 1264
1323 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1324 success = cast_earth_to_dust(op,caster,spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1325 break; 1267 break;
1326 1268
1327 case SP_CHANGE_ABILITY: 1269 case SP_CHANGE_ABILITY:
1328 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1270 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1329 break; 1271 break;
1330 1272
1331 case SP_BLESS: 1273 case SP_BLESS:
1332 success = cast_bless(op,caster,spell_ob, dir); 1274 success = cast_bless (op, caster, spell_ob, dir);
1333 break; 1275 break;
1334 1276
1335 case SP_CURSE: 1277 case SP_CURSE:
1336 success = cast_curse(op,caster,spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1337 break; 1279 break;
1338 1280
1339 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1340 success = summon_object(op,caster,spell_ob, dir,stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, stringarg);
1341 break; 1283 break;
1342 1284
1343 case SP_CHARGING: 1285 case SP_CHARGING:
1344 success = recharge(op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1345 break; 1287 break;
1346 1288
1347 case SP_POLYMORPH: 1289 case SP_POLYMORPH:
1348#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1349 /* Not great, but at least provide feedback so if players do have 1291 /* Not great, but at least provide feedback so if players do have
1350 * polymorph (ie, find it as a preset item or left over from before 1292 * polymorph (ie, find it as a preset item or left over from before
1351 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1352 */ 1294 */
1353 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1354 success = 0; 1296 success = 0;
1355#else 1297#else
1356 success = cast_polymorph(op,caster,spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1357#endif 1299#endif
1358 break; 1300 break;
1359 1301
1360 case SP_ALCHEMY: 1302 case SP_ALCHEMY:
1361 success = alchemy(op, caster, spell_ob); 1303 success = alchemy (op, caster, spell_ob);
1362 break; 1304 break;
1363 1305
1364 case SP_REMOVE_CURSE: 1306 case SP_REMOVE_CURSE:
1365 success = remove_curse(op, caster, spell_ob); 1307 success = remove_curse (op, caster, spell_ob);
1366 break; 1308 break;
1367 1309
1368 case SP_IDENTIFY: 1310 case SP_IDENTIFY:
1369 success = cast_identify(op, caster, spell_ob); 1311 success = cast_identify (op, caster, spell_ob);
1370 break; 1312 break;
1371 1313
1372 case SP_DETECTION: 1314 case SP_DETECTION:
1373 success = cast_detection(op, caster, spell_ob, skill); 1315 success = cast_detection (op, caster, spell_ob, skill);
1374 break; 1316 break;
1375 1317
1376 case SP_MOOD_CHANGE: 1318 case SP_MOOD_CHANGE:
1377 success = mood_change(op, caster, spell_ob); 1319 success = mood_change (op, caster, spell_ob);
1378 break; 1320 break;
1379 1321
1380 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1381 if (spell_ob->path_repelled &&
1382 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, 1324 {
1384 "You lack the proper attunement to cast %s", spell_ob->name); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1385 success = 0; 1326 success = 0;
1386 } else 1327 }
1387 success = fire_arch_from_position(op,caster, 1328 else
1388 op->x + freearr_x[dir], op->y + freearr_y[dir], 1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1389 dir, spell_ob);
1390 break; 1330 break;
1391 1331
1392 case SP_SWARM: 1332 case SP_SWARM:
1393 success = fire_swarm(op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1394 break; 1334 break;
1395 1335
1396 case SP_CHANGE_MANA: 1336 case SP_CHANGE_MANA:
1397 success = cast_transfer(op,caster, spell_ob, dir); 1337 success = cast_transfer (op, caster, spell_ob, dir);
1398 break; 1338 break;
1399 1339
1400 case SP_DISPEL_RUNE: 1340 case SP_DISPEL_RUNE:
1401 /* in rune.c */ 1341 /* in rune.c */
1402 success = dispel_rune(op,caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1403 break; 1343 break;
1404 1344
1405 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1406 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1407 break; 1347 break;
1408 1348
1409 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1410 success = cast_consecrate(op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1411 break; 1351 break;
1412 1352
1413 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1414 success = animate_weapon(op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1415 old_shoottype = range_golem;
1416 break; 1355 break;
1417 1356
1418 case SP_LIGHT: 1357 case SP_LIGHT:
1419 success = cast_light(op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1420 break; 1359 break;
1421 1360
1422 case SP_CHANGE_MAP_LIGHT: 1361 case SP_CHANGE_MAP_LIGHT:
1423 success = cast_change_map_lightlevel(op, caster, spell_ob); 1362 success = cast_change_map_lightlevel (op, caster, spell_ob);
1424 break; 1363 break;
1425 1364
1426 case SP_FAERY_FIRE: 1365 case SP_FAERY_FIRE:
1427 success = cast_destruction(op,caster,spell_ob); 1366 success = cast_destruction (op, caster, spell_ob);
1428 break; 1367 break;
1429 1368
1430 case SP_CAUSE_DISEASE: 1369 case SP_CAUSE_DISEASE:
1431 success = cast_cause_disease(op, caster, spell_ob, dir); 1370 success = cast_cause_disease (op, caster, spell_ob, dir);
1432 break; 1371 break;
1433 1372
1434 case SP_AURA: 1373 case SP_AURA:
1435 success = create_aura(op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1436 break; 1375 break;
1437 1376
1438 case SP_TOWN_PORTAL:
1439 success= cast_create_town_portal (op,caster,spell_ob, dir);
1440 break;
1441
1442 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1443 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1444 break; 1379 break;
1445 1380
1446 case SP_PERL: 1381 default:
1447 execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : "");
1448 break;
1449
1450 default:
1451 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1452 spell_ob->subtype);
1453
1454
1455 } 1383 }
1456 1384
1457 /* FIXME - we need some better sound suppport */ 1385 op->play_sound (
1458 // yes, for example, augment map info with the spell effect 1386 success
1459 // so clients can calculate the sounds themselves 1387 ? spell_ob->sound
1460 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1388 ? spell_ob->sound
1389 : sound_find ("spell_success")
1390 : sound_find ("fumble_spell")
1391 );
1461 1392
1462 /* free the spell arg */
1463 if(settings.casting_time == TRUE && stringarg) {
1464 free(stringarg);
1465 stringarg=NULL;
1466 }
1467 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1468 * to something like use_magic_item, but you really want to be able to fire
1469 * it again.
1470 */
1471 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1472
1473 return success; 1393 return success;
1474} 1394}
1475 1395
1476
1477/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1478 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1479 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1480 */ 1399 */
1400void
1481void move_spell_effect(object *op) { 1401move_spell_effect (object *op)
1482 1402{
1483 switch (op->subtype) { 1403 switch (op->subtype)
1404 {
1484 case SP_BOLT: 1405 case SP_BOLT:
1485 move_bolt(op); 1406 move_bolt (op);
1486 break; 1407 break;
1487 1408
1488 case SP_BULLET: 1409 case SP_BULLET:
1489 move_bullet(op); 1410 move_bullet (op);
1490 break; 1411 break;
1491 1412
1492 case SP_EXPLOSION: 1413 case SP_EXPLOSION:
1493 explosion(op); 1414 explosion (op);
1494 break; 1415 break;
1495 1416
1496 case SP_CONE: 1417 case SP_CONE:
1497 move_cone(op); 1418 move_cone (op);
1498 break; 1419 break;
1499 1420
1500 case SP_BOMB: 1421 case SP_BOMB:
1501 animate_bomb(op); 1422 animate_bomb (op);
1502 break; 1423 break;
1503 1424
1504 case SP_MAGIC_MISSILE: 1425 case SP_MAGIC_MISSILE:
1505 move_missile(op); 1426 move_missile (op);
1506 break; 1427 break;
1507 1428
1508 case SP_WORD_OF_RECALL: 1429 case SP_WORD_OF_RECALL:
1509 execute_word_of_recall(op); 1430 execute_word_of_recall (op);
1510 break; 1431 break;
1511 1432
1512 case SP_MOVING_BALL: 1433 case SP_MOVING_BALL:
1513 move_ball_spell(op); 1434 move_ball_spell (op);
1514 break; 1435 break;
1515 1436
1516 case SP_SWARM: 1437 case SP_SWARM:
1517 move_swarm_spell(op); 1438 move_swarm_spell (op);
1518 break; 1439 break;
1519 1440
1520 case SP_AURA: 1441 case SP_AURA:
1521 move_aura(op); 1442 move_aura (op);
1522 break; 1443 break;
1523
1524 } 1444 }
1525} 1445}
1526 1446
1527/* this checks to see if something special should happen if 1447/* this checks to see if something special should happen if
1528 * something runs into the object. 1448 * something runs into the object.
1529 */ 1449 */
1450void
1530void check_spell_effect(object *op) { 1451check_spell_effect (object *op)
1531 1452{
1532 switch (op->subtype) { 1453 switch (op->subtype)
1454 {
1533 case SP_BOLT: 1455 case SP_BOLT:
1534 move_bolt(op); 1456 move_bolt (op);
1535 return; 1457 return;
1536 1458
1537 case SP_BULLET: 1459 case SP_BULLET:
1538 check_bullet(op); 1460 check_bullet (op);
1539 return; 1461 return;
1540 } 1462 }
1541
1542} 1463}
1543 1464
1544/* This is called by move_apply. Basically, if someone 1465/* This is called by move_apply. Basically, if someone
1545 * moves onto a spell effect and the walk_on or fly_on flags 1466 * moves onto a spell effect and the walk_on or fly_on flags
1546 * are set, this is called. This should only be called for 1467 * are set, this is called. This should only be called for
1547 * objects of the appropraite type. 1468 * objects of the appropraite type.
1548 */ 1469 */
1470void
1549void apply_spell_effect(object *spell, object *victim) 1471apply_spell_effect (object *spell, object *victim)
1550{ 1472{
1551 switch (spell->subtype) { 1473 switch (spell->subtype)
1474 {
1552 case SP_CONE: 1475 case SP_CONE:
1553 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1476 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1554 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1477 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1555 break; 1478 break;
1556 1479
1557 case SP_MAGIC_MISSILE: 1480 case SP_MAGIC_MISSILE:
1558 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1559 tag_t spell_tag = spell->count;
1560 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1561 if ( ! was_destroyed (spell, spell_tag)) {
1562 remove_ob (spell);
1563 free_object (spell);
1564 }
1565 }
1566 break;
1567
1568 case SP_MOVING_BALL:
1569 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1481 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 {
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484
1485 if (!spell->destroyed ())
1486 spell->destroy ();
1487 }
1488 break;
1489
1490 case SP_MOVING_BALL:
1491 if (QUERY_FLAG (victim, FLAG_ALIVE))
1570 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1571 else if (victim->material || victim->materialname) 1493 else if (victim->materialname)
1572 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1573 break; 1495 break;
1574 } 1496 }
1575} 1497}
1498

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