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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 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>
78 dest->skill = spob->skill; 77 dest->skill = spob->skill;
79 else 78 else
80 dest->skill = caster->skill; 79 dest->skill = caster->skill;
81} 80}
82 81
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
152 * 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
153 */ 84 */
154void 85void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
160 91
161/* 92/*
162 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
163 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
166 * 97 *
167 * caster is person casting hte spell. 98 * caster is person casting the spell.
168 * spell is the spell object. 99 * spell is the spell object.
169 * Returns modified level. 100 * Returns modified level.
170 */ 101 */
171int 102int
172min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
173{ 104{
174 int new_level;
175
176 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
177 return 1; 106 return 1;
178 107
179 new_level = spell->level 108 int new_level = spell->level
180 + ((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);
181 111
182 return (new_level < 1) ? 1 : new_level; 112 return max (1, new_level);
183} 113}
184
185 114
186/* This function returns the effective level the spell 115/* This function returns the effective level the spell
187 * is being cast at. 116 * is being cast at.
188 * 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.
189 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
191 */ 120 */
192
193int 121int
194caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
195{ 123{
196 int level = caster->level; 124 int level = caster->level;
197 125
198 /* 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. */
199 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 */
200 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
201 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)
202 { 137 {
203 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
204 break; 139 break;
205 } 140 }
206 141
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1;
212
213 level = MIN (level, sk_level + level / 10 + 1);
214 }
215
216 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
217 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;
218 145
219 /* 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
220 * errors in various places. 147 * errors in various places.
221 */ 148 */
222 if (level < 1)
223 level = 1;
224
225 return level; 149 return max (level, 1);
226} 150}
227 151
228/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
269 else 193 else
270 { 194 {
271 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
273 sp = 1; 197 sp = 1;
198
274 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
276 grace = 1; 201 grace = 1;
277 } 202 }
203
278 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
279 return MAX (sp, grace); 205 return MAX (sp, grace);
280 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
281 return grace; 207 return grace;
282 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
286 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);
287 return 0; 213 return 0;
288 } 214 }
289} 215}
290 216
291
292/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
294 */ 219 */
295int 220int
296SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
297{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
298 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
299 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
300
301 if (adj < 0)
302 adj = 0;
303 if (spob->dam_modifier)
304 adj /= spob->dam_modifier;
305 else
306 adj = 0;
307 return adj;
308} 228}
309 229
310/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
311 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
312 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
313 */ 233 */
314int 234int
315SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
316{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
317 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
319
320 if (adj < 0)
321 adj = 0;
322 if (spob->duration_modifier)
323 adj /= spob->duration_modifier;
324 else
325 adj = 0;
326
327 return adj;
328} 242}
329 243
330/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
333 */ 247 */
334int 248int
335SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
336{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
337 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->range_modifier)
343 adj /= spob->range_modifier;
344 else
345 adj = 0;
346
347 return adj;
348} 256}
349 257
350/* 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
351 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
352 * 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.
461 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.");
462 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.");
463 dir = 0; 371 dir = 0;
464 } 372 }
465 373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
466 op->map->insert (new_op, 375 op->map->insert (new_op,
467 op->x + freearr_x[dir], op->y + freearr_y[dir], 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
468 op, 377 op,
469 dir ? 0 : INS_BELOW_ORIGINATOR); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
470 379
477 * has the AT_MAGIC bit set, and there is a counterwall 386 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 389 *
481 */ 390 */
482
483int 391int
484ok_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)
485{ 393{
486 object *tmp; 394 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 395 return 0;
495 396
496 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))
497 return 0; 400 return 0;
498 401
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 403 {
501 /* If there is a counterspell on the space, and this 404 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 405 * object is using magic, don't progress. I believe we could
503 * 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
504 * 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
505 * 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
506 * 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
507 * 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
508 * spell to actually hit the counterwall and be sucked up. 411 * spell to actually hit the counterwall and be sucked up.
509 */ 412 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 413 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (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))
513 return 0; 427 return 0;
514 428
515 /* This is to prevent 'out of control' spells. Basically, this 429 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 430 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 431 * needed for performance reasons, and just for playability I believe.
524 /* 438 /*
525 * Combine similar spell effects into one spell effect. Needed for 439 * Combine similar spell effects into one spell effect. Needed for
526 * performance reasons with meteor swarm and the like, but also for 440 * performance reasons with meteor swarm and the like, but also for
527 * playability reasons. 441 * playability reasons.
528 */ 442 */
529 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
530 && tmp->type == op->type 444 && tmp->type == op->type
531 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
532 && 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)))
533 { 448 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 450 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 451 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 452 return 0;
539 454
540 /* 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
541 * ground to prevent it from moving along? 456 * ground to prevent it from moving along?
542 */ 457 */
543 } 458 }
459
544 /* If it passes the above tests, it must be OK */ 460 /* If it passes the above tests, it must be OK */
545 return 1; 461 return 1;
546} 462}
547 463
548/* fire_arch_from_position: fires an archetype. 464/* fire_arch_from_position: fires an archetype.
553 * dir: direction to fire in. 469 * dir: direction to fire in.
554 * 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
555 * to fire. 471 * to fire.
556 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
557 */ 473 */
558
559int 474int
560fire_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)
561{ 476{
562 object *tmp; 477 object *tmp;
563 int mflags; 478 int mflags;
623 ****************************************************************************/ 538 ****************************************************************************/
624void 539void
625regenerate_rod (object *rod) 540regenerate_rod (object *rod)
626{ 541{
627 if (rod->stats.hp < rod->stats.maxhp) 542 if (rod->stats.hp < rod->stats.maxhp)
628 { 543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634} 544}
635
636 545
637void 546void
638drain_rod_charge (object *rod) 547drain_rod_charge (object *rod)
639{ 548{
640 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);
641} 550}
642
643
644
645 551
646/* this function is commonly used to find a friendly target for 552/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 553 * spells such as heal or protection or armour
648 * 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),
649 * 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
650 * NULL if no good object. 556 * NULL if no good object.
651 */ 557 */
652
653object * 558object *
654find_target_for_friendly_spell (object *op, int dir) 559find_target_for_friendly_spell (object *op, int dir)
655{ 560{
656 object *tmp; 561 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 562
661 /* 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,
662 * we then make the owner of this object the target. 564 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 565 * The owner could very well be no where near op.
664 */ 566 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 574 tmp = op;
673 } 575 }
674 else 576 else
675 { 577 {
676 m = op->map; 578 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 579 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 580 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 581
582 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 583 ? m->at (x, y).player ()
584 : 0;
686 } 585 }
687 586
688 /* 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 */
689 if (!tmp) 588 if (!tmp)
690 tmp = op->ms ().player (); 589 tmp = op->ms ().player ();
740 return freedir[i]; 639 return freedir[i];
741 } 640 }
742 return -1; /* flag for "keep going the way you were" */ 641 return -1; /* flag for "keep going the way you were" */
743} 642}
744 643
745
746
747/* put_a_monster: puts a monster named monstername near by 644/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 645 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 646 * also deals with multipart monsters properly.
750 */ 647 */
751
752void 648void
753put_a_monster (object *op, const char *monstername) 649put_a_monster (object *op, const char *monstername)
754{ 650{
755 object *tmp, *head = NULL, *prev = NULL; 651 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 652 archetype *at;
763 659
764 /* find a free square nearby 660 /* find a free square nearby
765 * first we check the closest square for free squares 661 * first we check the closest square for free squares
766 */ 662 */
767 663
768 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);
769 if (dir != -1) 665 if (dir != -1)
770 { 666 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly 668 * insert multipart monsters properly
773 */ 669 */
670 //TODO: use expand_tail + ...
774 while (at != NULL) 671 while (at != NULL)
775 { 672 {
776 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
779 tmp->map = op->map; 676 tmp->map = op->map;
780 if (head) 677 if (head)
781 { 678 {
782 tmp->head = head; 679 tmp->head = head;
783 prev->more = tmp; 680 prev->more = tmp;
784 } 681 }
682
785 if (!head) 683 if (!head)
786 head = tmp; 684 head = tmp;
685
787 prev = tmp; 686 prev = tmp;
687
788 at = at->more; 688 at = (archetype *)at->more;
789 } 689 }
790 690
791 if (head->randomitems) 691 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 693
794 insert_ob_in_map (head, op->map, op, 0); 694 insert_ob_in_map (head, op->map, op, 0);
795 695
796 /* thought it'd be cool to insert a burnout, too. */ 696 /* thought it'd be cool to insert a burnout, too. */
797 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 697 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 } 698 }
799} 699}
800 700
801/* peterm: function which summons hostile monsters and 701/* peterm: function which summons hostile monsters and
802 * places them in nearby squares. 702 * places them in nearby squares.
829{ 729{
830 int attacktype; 730 int attacktype;
831 int face; 731 int face;
832} ATTACKS[22] = 732} ATTACKS[22] =
833{ 733{
834 {
835 AT_PHYSICAL, 0}, 734 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 735 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 736 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 737 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 738 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 739 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 740 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 741 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 742 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 743 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 744 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 745 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 746 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 747 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 748 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 749 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 750 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 751 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 752 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 753 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 754 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 755 { AT_FEAR, 10},
878 756};
879
880 757
881/* shuffle_attack: peterm 758/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 759 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 760 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 761 * chooses a face appropriate to the attack that is
1022 899
1023int 900int
1024cast_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)
1025{ 902{
1026 int success; 903 int success;
1027 player *pl;
1028 object *spell; 904 object *spell;
1029 905
1030 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
1031 { 907 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
1033 return 0; 909 return 0;
1034 } 910 }
911
1035 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
1036 913
1037 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
1038 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1039 916
1040 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1041 { 918 {
1042 spell->remove (); 919 spell->remove ();
1043 return success; 920 return success;
1044 } 921 }
922
1045 for_all_players (pl) 923 for_all_players (pl)
1046 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)))
1047 {
1048 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1049 } 926
1050 spell->remove (); 927 spell->remove ();
1051 return success; 928 return success;
1052} 929}
1053 930
1054/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1076 * 953 *
1077 * 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),
1078 * this function will decrease the mana/grace appropriately. For other 955 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 956 * objects, the caller should do what it considers appropriate.
1080 */ 957 */
1081
1082int 958int
1083cast_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)
1084{ 960{
1085 const char *godname; 961 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 962 int success = 0, cast_level = 0;
1087 object *skill = NULL; 963 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 964
1091 if (!spell_ob) 965 if (!spell_ob)
1092 { 966 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 968 return 0;
1123 * at least process that code. 997 * at least process that code.
1124 */ 998 */
1125 if (op->type == PLAYER && op == caster) 999 if (op->type == PLAYER && op == caster)
1126 { 1000 {
1127 cast_level = caster_level (caster, spell_ob); 1001 cast_level = caster_level (caster, spell_ob);
1002
1128 if (spell_ob->skill) 1003 if (spell_ob->skill)
1129 { 1004 {
1130 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1131 if (!skill) 1007 if (!skill)
1132 { 1008 {
1133 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));
1134 return 0; 1013 return 0;
1135 } 1014 }
1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1136 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))
1137 { 1019 {
1138 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));
1139 return 0; 1023 return 0;
1140 } 1024 }
1141 } 1025 }
1026
1142 /* 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
1143 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1144 */ 1029 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1146 { 1031 {
1147 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148 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)
1149 { 1034 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1151 return 0; 1036 return 0;
1152 } 1037 }
1038
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 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)
1155 { 1041 {
1156 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 -
1157 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)
1158 {
1159 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));
1160 }
1161 else 1045 else
1162 { 1046 {
1163 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);
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1165 return 0; 1049 return 0;
1166 } 1050 }
1167 } 1051 }
1168 1052
1169 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1170 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) <
1171 (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]))
1172 { 1056 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1175 if (settings.casting_time == TRUE) 1059
1176 {
1177 op->casting_time = -1;
1178 }
1179 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);
1180 return 0; 1061 return 0;
1181 } 1062 }
1182 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1183 { 1064 {
1184 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;
1185 1066
1186 if (failure < 0) 1067 if (failure < 0)
1187 { 1068 {
1188 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.");
1189 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1190 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);
1191 op->contr->shoottype = (rangetype) old_shoottype; 1072
1192 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);
1193 return 0; 1074 return 0;
1194 } 1075 }
1195 } 1076 }
1196 } 1077 }
1197 } 1078 }
1198 1079
1199 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1200 1081
1201 /* 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
1202 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1203 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1204 * doing. 1085 * doing.
1205 */ 1086 */
1206 1087
1207 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 :-)!
1208 { 1089 {
1209 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!");
1210 return 0; 1091 return 0;
1211 } 1092 }
1212 1093
1213 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1214 && (caster->type != POTION) 1095 && (caster->type != POTION)
1219 { 1100 {
1220 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1221 return 0; 1102 return 0;
1222 1103
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 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));
1225 else 1106 else if (object *item = op->contr->ranged_ob)
1226 switch (op->contr->shoottype)
1227 { 1107 {
1228 case range_magic: 1108 if (item->type == SPELL)
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1230 break; 1110 else if (item->type == SCROLL)
1231 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0;
1241 }
1242
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 {
1245 if (op->casting_time == -1)
1246 { /* begin the casting */
1247 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248 op->spell = spell_ob;
1249 /* put the stringarg into the object struct so that when the
1250 * spell is actually cast, it knows about the stringarg.
1251 * necessary for the invoke command spells.
1252 */
1253 if (stringarg)
1254 {
1255 op->spellarg = strdup (stringarg);
1256 }
1257 else 1112 else
1258 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1259 return 0;
1260 }
1261 else if (op->casting_time != 0)
1262 {
1263 if (op->type == PLAYER)
1264 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265 return 0;
1266 } 1114 }
1267 else 1115 else
1268 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1269 op->casting_time = -1; 1117
1270 spell_ob = op->spell; 1118 return 0;
1271 stringarg = op->spellarg;
1272 }
1273 }
1274 else
1275 { 1119 }
1120
1276 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1277 * 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
1278 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1279 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1280 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1281 * the player any time. 1126 * the player any time.
1282 * 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
1283 */ 1134 */
1284 if (caster == op && caster->type != FIREWALL)
1285 {
1286 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 /* Other portions of the code may also decrement the speed of the player, so
1288 * put a lower limit so that the player isn't stuck here too long
1289 */
1290 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))
1291 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);
1292 } 1137 }
1293 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)
1294 {
1295 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * FABS (op->speed);
1296 }
1297 }
1298 1140
1299 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1300 { 1142 {
1301 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);
1302 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);
1309 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1310 { 1152 {
1311 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1312 if (!skill) 1154 if (!skill)
1313 { 1155 {
1314 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)));
1315 return 0; 1157 return 0;
1316 } 1158 }
1159
1317 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1318 } 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);
1319 1165
1320 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1321 { 1167 {
1322 /* 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
1323 * in in spells.h. 1169 * in in spells.h.
1324 */ 1170 */
1325 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1326 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327 break; 1173 break;
1328 1174
1329 case SP_RUNE: 1175 case SP_RUNE:
1362 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);
1363 break; 1209 break;
1364 1210
1365 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break; 1213 break;
1369 1214
1370 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1372 * moved. 1217 * moved.
1445#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1446 /* 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
1447 * 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
1448 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1449 */ 1294 */
1450 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1451 success = 0; 1296 success = 0;
1452#else 1297#else
1453 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1454#endif 1299#endif
1455 break; 1300 break;
1475 break; 1320 break;
1476 1321
1477 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1478 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)
1479 { 1324 {
1480 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));
1481 success = 0; 1326 success = 0;
1482 } 1327 }
1483 else 1328 else
1484 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);
1485 break; 1330 break;
1505 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1506 break; 1351 break;
1507 1352
1508 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break; 1355 break;
1512 1356
1513 case SP_LIGHT: 1357 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1515 break; 1359 break;
1528 1372
1529 case SP_AURA: 1373 case SP_AURA:
1530 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1531 break; 1375 break;
1532 1376
1533 case SP_TOWN_PORTAL:
1534 success = cast_create_town_portal (op, caster, spell_ob, dir);
1535 break;
1536
1537 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1538 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539 break; 1379 break;
1540 1380
1541 default: 1381 default:
1542 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543 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);
1544 }
1545
1546 /* FIXME - we need some better sound suppport */
1547 // yes, for example, augment map info with the spell effect
1548 // so clients can calculate the sounds themselves
1549 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1550
1551 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg)
1553 { 1383 }
1554 free (stringarg); 1384
1555 stringarg = NULL; 1385 op->play_sound (
1556 } 1386 success
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 ? spell_ob->sound
1558 * to something like use_magic_item, but you really want to be able to fire 1388 ? spell_ob->sound
1559 * it again. 1389 : sound_find ("spell_success")
1560 */ 1390 : sound_find ("fumble_spell")
1561 if (op->contr) 1391 );
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563 1392
1564 return success; 1393 return success;
1565} 1394}
1566 1395
1567
1568/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1569 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1570 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1571 */ 1399 */
1572void 1400void
1573move_spell_effect (object *op) 1401move_spell_effect (object *op)
1574{ 1402{
1660 break; 1488 break;
1661 1489
1662 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname) 1493 else if (victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1667 break; 1495 break;
1668 } 1496 }
1669} 1497}
1498

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