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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.21 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.70 by root, Sun May 4 18:24:11 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* 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
80 dest->skill = spob->skill; 77 dest->skill = spob->skill;
81 else 78 else
82 dest->skill = caster->skill; 79 dest->skill = caster->skill;
83} 80}
84 81
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
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
154 * 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
155 */ 84 */
156
157void 85void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 87{
160
161 if (spob->other_arch != NULL) 88 if (spob->other_arch)
162 { 89 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 90}
171 91
172/* 92/*
173 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
177 * 97 *
178 * caster is person casting hte spell. 98 * caster is person casting the spell.
179 * spell is the spell object. 99 * spell is the spell object.
180 * Returns modified level. 100 * Returns modified level.
181 */ 101 */
182int 102int
183min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
184{ 104{
185 int new_level;
186
187 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
188 return 1; 106 return 1;
189 107
190 new_level = spell->level 108 int new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
192 111
193 return (new_level < 1) ? 1 : new_level; 112 return max (1, new_level);
194} 113}
195
196 114
197/* This function returns the effective level the spell 115/* This function returns the effective level the spell
198 * is being cast at. 116 * is being cast at.
199 * 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.
200 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
202 */ 120 */
203
204int 121int
205caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
206{ 123{
207 int level = caster->level; 124 int level = caster->level;
208 125
209 /* 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. */
210 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 */
211 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
212 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)
213 { 137 {
214 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
215 break; 139 break;
216 } 140 }
217 141
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1;
223
224 level = MIN (level, sk_level + level / 10 + 1);
225 }
226
227 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
228 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;
229 145
230 /* 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
231 * errors in various places. 147 * errors in various places.
232 */ 148 */
233 if (level < 1)
234 level = 1;
235
236 return level; 149 return max (level, 1);
237} 150}
238 151
239/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
280 else 193 else
281 { 194 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
284 sp = 1; 197 sp = 1;
198
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
287 grace = 1; 201 grace = 1;
288 } 202 }
203
289 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 205 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
292 return grace; 207 return grace;
293 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
297 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);
298 return 0; 213 return 0;
299 } 214 }
300} 215}
301 216
302
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
305 */ 219 */
306int 220int
307SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
308{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
309 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj;
319} 228}
320 229
321/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
324 */ 233 */
325int 234int
326SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
327{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
328 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj;
339} 242}
340 243
341/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
344 */ 247 */
345int 248int
346SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
347{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
348 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj;
359} 256}
360 257
361/* 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
362 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
363 * 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.
441{ 338{
442 object *op; 339 object *op;
443 340
444 if (OUT_OF_REAL_MAP (m, x, y)) 341 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 342 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 344 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 345 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 347 return 1;
450 348
451 return 0; 349 return 0;
452} 350}
453 351
470 { 368 {
471 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.");
472 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.");
473 dir = 0; 371 dir = 0;
474 } 372 }
475 new_op->x = op->x + freearr_x[dir]; 373
476 new_op->y = op->y + freearr_y[dir]; 374 SET_FLAG (new_op, FLAG_IDENTIFIED);
477 if (dir == 0) 375 op->map->insert (new_op,
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 else 377 op,
480 insert_ob_in_map (new_op, op->map, op, 0); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
379
481 return dir; 380 return dir;
482} 381}
483 382
484/* 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.
485 * immune_stop is basically the attacktype of the spell (why 384 * immune_stop is basically the attacktype of the spell (why
487 * has the AT_MAGIC bit set, and there is a counterwall 386 * has the AT_MAGIC bit set, and there is a counterwall
488 * 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
489 * 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.
490 * 389 *
491 */ 390 */
492
493int 391int
494ok_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)
495{ 393{
496 object *tmp; 394 if (!xy_normalise (m, x, y))
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0; 395 return 0;
505 396
506 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))
507 return 0; 400 return 0;
508 401
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 403 {
511 /* If there is a counterspell on the space, and this 404 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 405 * object is using magic, don't progress. I believe we could
513 * 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
514 * 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
515 * 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
516 * 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
517 * 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
518 * spell to actually hit the counterwall and be sucked up. 411 * spell to actually hit the counterwall and be sucked up.
519 */ 412 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 413 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (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))
523 return 0; 427 return 0;
524 428
525 /* This is to prevent 'out of control' spells. Basically, this 429 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately 430 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe. 431 * needed for performance reasons, and just for playability I believe.
534 /* 438 /*
535 * Combine similar spell effects into one spell effect. Needed for 439 * Combine similar spell effects into one spell effect. Needed for
536 * performance reasons with meteor swarm and the like, but also for 440 * performance reasons with meteor swarm and the like, but also for
537 * playability reasons. 441 * playability reasons.
538 */ 442 */
539 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
540 && tmp->type == op->type 444 && tmp->type == op->type
541 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
542 && 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)))
543 { 448 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range); 450 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration); 451 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0; 452 return 0;
549 454
550 /* 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
551 * ground to prevent it from moving along? 456 * ground to prevent it from moving along?
552 */ 457 */
553 } 458 }
459
554 /* If it passes the above tests, it must be OK */ 460 /* If it passes the above tests, it must be OK */
555 return 1; 461 return 1;
556} 462}
557 463
558/* fire_arch_from_position: fires an archetype. 464/* fire_arch_from_position: fires an archetype.
563 * dir: direction to fire in. 469 * dir: direction to fire in.
564 * 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
565 * to fire. 471 * to fire.
566 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
567 */ 473 */
568
569int 474int
570fire_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)
571{ 476{
572 object *tmp; 477 object *tmp;
573 int mflags; 478 int mflags;
618 return 0; 523 return 0;
619 } 524 }
620 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION (tmp, dir); 526 SET_ANIMATION (tmp, dir);
622 527
623 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 528 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
624 return 1;
625
626 move_spell_effect (tmp); 529 move_spell_effect (tmp);
627 530
628 return 1; 531 return 1;
629} 532}
630
631
632 533
633/***************************************************************************** 534/*****************************************************************************
634 * 535 *
635 * Code related to rods - perhaps better located in another file? 536 * Code related to rods - perhaps better located in another file?
636 * 537 *
637 ****************************************************************************/ 538 ****************************************************************************/
638
639void 539void
640regenerate_rod (object *rod) 540regenerate_rod (object *rod)
641{ 541{
642 if (rod->stats.hp < rod->stats.maxhp) 542 if (rod->stats.hp < rod->stats.maxhp)
643 { 543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
644 rod->stats.hp += 1 + rod->stats.maxhp / 10;
645
646 if (rod->stats.hp > rod->stats.maxhp)
647 rod->stats.hp = rod->stats.maxhp;
648 }
649} 544}
650
651 545
652void 546void
653drain_rod_charge (object *rod) 547drain_rod_charge (object *rod)
654{ 548{
655 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);
656} 550}
657
658
659
660 551
661/* this function is commonly used to find a friendly target for 552/* this function is commonly used to find a friendly target for
662 * spells such as heal or protection or armour 553 * spells such as heal or protection or armour
663 * 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),
664 * 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
665 * NULL if no good object. 556 * NULL if no good object.
666 */ 557 */
667
668object * 558object *
669find_target_for_friendly_spell (object *op, int dir) 559find_target_for_friendly_spell (object *op, int dir)
670{ 560{
671 object *tmp; 561 object *tmp;
672 maptile *m;
673 sint16 x, y;
674 int mflags;
675 562
676 /* 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,
677 * we then make the owner of this object the target. 564 * we then make the owner of this object the target.
678 * The owner could very well be no where near op. 565 * The owner could very well be no where near op.
679 */ 566 */
686 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687 tmp = op; 574 tmp = op;
688 } 575 }
689 else 576 else
690 { 577 {
691 m = op->map; 578 maptile *m = op->map;
692 x = op->x + freearr_x[dir]; 579 sint16 x = op->x + freearr_x[dir];
693 y = op->y + freearr_y[dir]; 580 sint16 y = op->y + freearr_y[dir];
694
695 mflags = get_map_flags (m, &m, x, y, &x, &y);
696
697 if (mflags & P_OUT_OF_MAP)
698 tmp = NULL;
699 else
700 { 581
701 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 582 tmp = xy_normalise (m, x, y)
702 if (tmp->type == PLAYER) 583 ? m->at (x, y).player ()
703 break; 584 : 0;
704 }
705 } 585 }
586
706 /* 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 */
707 if (tmp == NULL) 588 if (!tmp)
708 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 589 tmp = op->ms ().player ();
709 {
710 if (tmp->type == PLAYER)
711 break;
712 }
713 590
714 return tmp; 591 return tmp;
715} 592}
716 593
717 594
749 mp = m; 626 mp = m;
750 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 627 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 628 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752 continue; 629 continue;
753 630
754 tmp = get_map_ob (mp, nx, ny); 631 tmp = GET_MAP_OB (mp, nx, ny);
755 632
756 while (tmp != NULL && (((owner_type == PLAYER && 633 while (tmp != NULL && (((owner_type == PLAYER &&
757 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 634 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 635 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759 tmp = tmp->above; 636 tmp = tmp->above;
762 return freedir[i]; 639 return freedir[i];
763 } 640 }
764 return -1; /* flag for "keep going the way you were" */ 641 return -1; /* flag for "keep going the way you were" */
765} 642}
766 643
767
768
769/* put_a_monster: puts a monster named monstername near by 644/* put_a_monster: puts a monster named monstername near by
770 * op. This creates the treasures for the monsters, and 645 * op. This creates the treasures for the monsters, and
771 * also deals with multipart monsters properly. 646 * also deals with multipart monsters properly.
772 */ 647 */
773
774void 648void
775put_a_monster (object *op, const char *monstername) 649put_a_monster (object *op, const char *monstername)
776{ 650{
777 object *tmp, *head = NULL, *prev = NULL; 651 object *tmp, *head = NULL, *prev = NULL;
778 archetype *at; 652 archetype *at;
785 659
786 /* find a free square nearby 660 /* find a free square nearby
787 * first we check the closest square for free squares 661 * first we check the closest square for free squares
788 */ 662 */
789 663
790 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);
791 if (dir != -1) 665 if (dir != -1)
792 { 666 {
793 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
794 * insert multipart monsters properly 668 * insert multipart monsters properly
795 */ 669 */
670 //TODO: use expand_tail + ...
796 while (at != NULL) 671 while (at != NULL)
797 { 672 {
798 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
799 tmp->x = op->x + freearr_x[dir] + at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
800 tmp->y = op->y + freearr_y[dir] + at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
801 tmp->map = op->map; 676 tmp->map = op->map;
802 if (head) 677 if (head)
803 { 678 {
804 tmp->head = head; 679 tmp->head = head;
805 prev->more = tmp; 680 prev->more = tmp;
806 } 681 }
682
807 if (!head) 683 if (!head)
808 head = tmp; 684 head = tmp;
685
809 prev = tmp; 686 prev = tmp;
687
810 at = at->more; 688 at = (archetype *)at->more;
811 } 689 }
812 690
813 if (head->randomitems) 691 if (head->randomitems)
814 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815 693
816 insert_ob_in_map (head, op->map, op, 0); 694 insert_ob_in_map (head, op->map, op, 0);
817 695
818 /* thought it'd be cool to insert a burnout, too. */ 696 /* thought it'd be cool to insert a burnout, too. */
819 tmp = get_archetype ("burnout"); 697 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
820 tmp->map = op->map;
821 tmp->x = op->x + freearr_x[dir];
822 tmp->y = op->y + freearr_y[dir];
823 insert_ob_in_map (tmp, op->map, op, 0);
824 } 698 }
825} 699}
826 700
827/* peterm: function which summons hostile monsters and 701/* peterm: function which summons hostile monsters and
828 * places them in nearby squares. 702 * places them in nearby squares.
855{ 729{
856 int attacktype; 730 int attacktype;
857 int face; 731 int face;
858} ATTACKS[22] = 732} ATTACKS[22] =
859{ 733{
860 {
861 AT_PHYSICAL, 0}, 734 { AT_PHYSICAL, 0},
862 {
863 AT_PHYSICAL, 0}, /*face = explosion */ 735 { AT_PHYSICAL, 0}, /*face = explosion */
864 {
865 AT_PHYSICAL, 0}, 736 { AT_PHYSICAL, 0},
866 {
867 AT_MAGIC, 1}, 737 { AT_MAGIC, 1},
868 {
869 AT_MAGIC, 1}, /* face = last-burnout */ 738 { AT_MAGIC, 1}, /* face = last-burnout */
870 {
871 AT_MAGIC, 1}, 739 { AT_MAGIC, 1},
872 {
873 AT_FIRE, 2}, 740 { AT_FIRE, 2},
874 {
875 AT_FIRE, 2}, /* face = fire.... */ 741 { AT_FIRE, 2}, /* face = fire.... */
876 {
877 AT_FIRE, 2}, 742 { AT_FIRE, 2},
878 {
879 AT_ELECTRICITY, 3}, 743 { AT_ELECTRICITY, 3},
880 {
881 AT_ELECTRICITY, 3}, /* ball_lightning */ 744 { AT_ELECTRICITY, 3}, /* ball_lightning */
882 {
883 AT_ELECTRICITY, 3}, 745 { AT_ELECTRICITY, 3},
884 {
885 AT_COLD, 4}, 746 { AT_COLD, 4},
886 {
887 AT_COLD, 4}, /* face=icestorm */ 747 { AT_COLD, 4}, /* face=icestorm */
888 {
889 AT_COLD, 4}, 748 { AT_COLD, 4},
890 {
891 AT_CONFUSION, 5}, 749 { AT_CONFUSION, 5},
892 {
893 AT_POISON, 7}, 750 { AT_POISON, 7},
894 {
895 AT_POISON, 7}, /* face = acid sphere. generator */ 751 { AT_POISON, 7}, /* face = acid sphere. generator */
896 {
897 AT_POISON, 7}, /* poisoncloud face */ 752 { AT_POISON, 7}, /* poisoncloud face */
898 {
899 AT_SLOW, 8}, 753 { AT_SLOW, 8},
900 {
901 AT_PARALYZE, 9}, 754 { AT_PARALYZE, 9},
902 {
903AT_FEAR, 10}}; 755 { AT_FEAR, 10},
904 756};
905
906 757
907/* shuffle_attack: peterm 758/* shuffle_attack: peterm
908 * This routine shuffles the attack of op to one of the 759 * This routine shuffles the attack of op to one of the
909 * ones in the list. It does this at random. It also 760 * ones in the list. It does this at random. It also
910 * chooses a face appropriate to the attack that is 761 * chooses a face appropriate to the attack that is
1028 else 879 else
1029 { 880 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 881 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031 tmp = get_archetype (LOOSE_MANA); 882 tmp = get_archetype (LOOSE_MANA);
1032 tmp->level = skill->level; 883 tmp->level = skill->level;
1033 tmp->x = op->x;
1034 tmp->y = op->y;
1035 884
1036 /* increase the area of destruction a little for more powerful spells */ 885 /* increase the area of destruction a little for more powerful spells */
1037 tmp->range += isqrt (power); 886 tmp->range += isqrt (power);
1038 887
1039 if (power > 25) 888 if (power > 25)
1040 tmp->stats.dam = 25 + isqrt (power); 889 tmp->stats.dam = 25 + isqrt (power);
1041 else 890 else
1042 tmp->stats.dam = power; /* nasty recoils! */ 891 tmp->stats.dam = power; /* nasty recoils! */
1043 892
1044 tmp->stats.maxhp = tmp->count; 893 tmp->stats.maxhp = tmp->count;
1045 insert_ob_in_map (tmp, op->map, NULL, 0); 894
895 tmp->insert_at (op);
1046 } 896 }
1047 } 897 }
1048} 898}
1049 899
1050int 900int
1051cast_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)
1052{ 902{
1053 int success; 903 int success;
1054 player *pl;
1055 object *spell; 904 object *spell;
1056 905
1057 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
1058 { 907 {
1059 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
1060 return 0; 909 return 0;
1061 } 910 }
911
1062 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
1063 913
1064 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
1065 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1066 916
1067 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1068 { 918 {
1069 spell->remove (); 919 spell->remove ();
1070 return success; 920 return success;
1071 } 921 }
1072 for (pl = first_player; pl != NULL; pl = pl->next) 922
923 for_all_players (pl)
1073 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)))
1074 {
1075 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076 } 926
1077 spell->remove (); 927 spell->remove ();
1078 return success; 928 return success;
1079} 929}
1080 930
1081/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1103 * 953 *
1104 * 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),
1105 * this function will decrease the mana/grace appropriately. For other 955 * this function will decrease the mana/grace appropriately. For other
1106 * objects, the caller should do what it considers appropriate. 956 * objects, the caller should do what it considers appropriate.
1107 */ 957 */
1108
1109int 958int
1110cast_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)
1111{ 960{
1112 const char *godname; 961 const char *godname;
1113 int success = 0, mflags, cast_level = 0, old_shoottype; 962 int success = 0, cast_level = 0;
1114 object *skill = NULL; 963 object *skill = NULL;
1115
1116 old_shoottype = op->contr ? op->contr->shoottype : 0;
1117 964
1118 if (!spell_ob) 965 if (!spell_ob)
1119 { 966 {
1120 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1121 return 0; 968 return 0;
1150 * at least process that code. 997 * at least process that code.
1151 */ 998 */
1152 if (op->type == PLAYER && op == caster) 999 if (op->type == PLAYER && op == caster)
1153 { 1000 {
1154 cast_level = caster_level (caster, spell_ob); 1001 cast_level = caster_level (caster, spell_ob);
1002
1155 if (spell_ob->skill) 1003 if (spell_ob->skill)
1156 { 1004 {
1157 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1158 if (!skill) 1007 if (!skill)
1159 { 1008 {
1160 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! "
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));
1161 return 0; 1013 return 0;
1162 } 1014 }
1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1163 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1164 { 1019 {
1165 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 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));
1166 return 0; 1023 return 0;
1167 } 1024 }
1168 } 1025 }
1026
1169 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1170 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1171 */ 1029 */
1172 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1173 { 1031 {
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176 { 1034 {
1177 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1178 return 0; 1036 return 0;
1179 } 1037 }
1038
1180 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182 { 1041 {
1183 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1184 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1185 {
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1187 }
1188 else 1045 else
1189 { 1046 {
1190 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1192 return 0; 1049 return 0;
1193 } 1050 }
1194 } 1051 }
1195 1052
1196 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1197 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1198 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199 { 1056 {
1200 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1201 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1202 if (settings.casting_time == TRUE) 1059
1203 {
1204 op->casting_time = -1;
1205 }
1206 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1207 return 0; 1061 return 0;
1208 } 1062 }
1209 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1210 { 1064 {
1211 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1212 1066
1213 if (failure < 0) 1067 if (failure < 0)
1214 { 1068 {
1215 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1216 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1217 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1218 op->contr->shoottype = (rangetype) old_shoottype; 1072
1219 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1220 return 0; 1074 return 0;
1221 } 1075 }
1222 } 1076 }
1223 } 1077 }
1224 } 1078 }
1225 1079
1226 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1227 1081
1228 /* See if we can cast a spell here. If the caster and op are 1082 /* See if we can cast a spell here. If the caster and op are
1229 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1230 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1231 * doing. 1085 * doing.
1232 */ 1086 */
1233 1087
1234 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1235 { 1089 {
1236 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1237 return 0; 1091 return 0;
1238 } 1092 }
1239 1093
1240 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1241 && (caster->type != POTION) 1095 && (caster->type != POTION)
1246 { 1100 {
1247 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1248 return 0; 1102 return 0;
1249 1103
1250 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1252 else 1106 else if (object *item = op->contr->ranged_ob)
1253 switch (op->contr->shoottype)
1254 { 1107 {
1255 case range_magic: 1108 if (item->type == SPELL)
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1257 break; 1110 else if (item->type == SCROLL)
1258 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1260 break;
1261 case range_golem:
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1263 break;
1264 default:
1265 break;
1266 }
1267 return 0;
1268 }
1269
1270 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1271 {
1272 if (op->casting_time == -1)
1273 { /* begin the casting */
1274 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1275 op->spell = spell_ob;
1276 /* put the stringarg into the object struct so that when the
1277 * spell is actually cast, it knows about the stringarg.
1278 * necessary for the invoke command spells.
1279 */
1280 if (stringarg)
1281 {
1282 op->spellarg = strdup_local (stringarg);
1283 }
1284 else 1112 else
1285 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1286 return 0;
1287 }
1288 else if (op->casting_time != 0)
1289 {
1290 if (op->type == PLAYER)
1291 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1292 return 0;
1293 } 1114 }
1294 else 1115 else
1295 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1296 op->casting_time = -1; 1117
1297 spell_ob = op->spell; 1118 return 0;
1298 stringarg = op->spellarg;
1299 }
1300 }
1301 else
1302 { 1119 }
1120
1303 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1304 * 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
1305 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1306 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1307 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1308 * the player any time. 1126 * the player any time.
1309 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1128 */
1129 if (caster == op && caster->type != FIREWALL)
1130 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1132 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long
1310 */ 1134 */
1311 if (caster == op && caster->type != FIREWALL)
1312 {
1313 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1314 /* Other portions of the code may also decrement the speed of the player, so
1315 * put a lower limit so that the player isn't stuck here too long
1316 */
1317 if ((spell_ob->casting_time > 0) && 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))
1318 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);
1319 } 1137 }
1320 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1321 {
1322 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * FABS (op->speed);
1323 }
1324 }
1325 1140
1326 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1327 { 1142 {
1328 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);
1329 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);
1336 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1337 { 1152 {
1338 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1339 if (!skill) 1154 if (!skill)
1340 { 1155 {
1341 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1342 return 0; 1157 return 0;
1343 } 1158 }
1159
1344 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1345 } 1161 }
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);
1346 1165
1347 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1348 { 1167 {
1349 /* 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
1350 * in in spells.h. 1169 * in in spells.h.
1351 */ 1170 */
1352 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1353 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1354 break; 1173 break;
1355 1174
1356 case SP_RUNE: 1175 case SP_RUNE:
1389 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1390 break; 1209 break;
1391 1210
1392 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1393 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1394 old_shoottype = range_golem;
1395 break; 1213 break;
1396 1214
1397 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1398 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1399 * moved. 1217 * moved.
1472#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1473 /* 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
1474 * 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
1475 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1476 */ 1294 */
1477 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1478 success = 0; 1296 success = 0;
1479#else 1297#else
1480 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1481#endif 1299#endif
1482 break; 1300 break;
1502 break; 1320 break;
1503 1321
1504 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1505 if (spell_ob->path_repelled && (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)
1506 { 1324 {
1507 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
1508 success = 0; 1326 success = 0;
1509 } 1327 }
1510 else 1328 else
1511 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1512 break; 1330 break;
1532 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1533 break; 1351 break;
1534 1352
1535 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1536 success = animate_weapon (op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1537 old_shoottype = range_golem;
1538 break; 1355 break;
1539 1356
1540 case SP_LIGHT: 1357 case SP_LIGHT:
1541 success = cast_light (op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1542 break; 1359 break;
1555 1372
1556 case SP_AURA: 1373 case SP_AURA:
1557 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1558 break; 1375 break;
1559 1376
1560 case SP_TOWN_PORTAL:
1561 success = cast_create_town_portal (op, caster, spell_ob, dir);
1562 break;
1563
1564 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1565 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1566 break; 1379 break;
1567 1380
1568 default: 1381 default:
1569 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1570 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1571 }
1572
1573 /* FIXME - we need some better sound suppport */
1574 // yes, for example, augment map info with the spell effect
1575 // so clients can calculate the sounds themselves
1576 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1577
1578 /* free the spell arg */
1579 if (settings.casting_time == TRUE && stringarg)
1580 { 1383 }
1581 free (stringarg); 1384
1582 stringarg = NULL; 1385 op->play_sound (
1583 } 1386 success
1584 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 ? spell_ob->sound
1585 * to something like use_magic_item, but you really want to be able to fire 1388 ? spell_ob->sound
1586 * it again. 1389 : sound_find ("spell_success")
1587 */ 1390 : sound_find ("fumble_spell")
1588 if (op->contr) 1391 );
1589 op->contr->shoottype = (rangetype) old_shoottype;
1590 1392
1591 return success; 1393 return success;
1592} 1394}
1593 1395
1594
1595/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1596 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1597 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1598 */ 1399 */
1599void 1400void
1600move_spell_effect (object *op) 1401move_spell_effect (object *op)
1601{ 1402{
1687 break; 1488 break;
1688 1489
1689 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1690 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (QUERY_FLAG (victim, FLAG_ALIVE))
1691 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692 else if (victim->material || victim->materialname) 1493 else if (victim->materialname)
1693 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1694 break; 1495 break;
1695 } 1496 }
1696} 1497}
1498

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