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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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.
364 */ 261 */
365object * 262object *
366check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
367{ 264{
368 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
369 267
370 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
372 return spop; 270 return spop;
373 271
374 return NULL; 272 return 0;
375} 273}
376 274
377 275
378/* 276/*
379 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
471 { 369 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 370 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 372 dir = 0;
475 } 373 }
476 new_op->x = op->x + freearr_x[dir]; 374
477 new_op->y = op->y + freearr_y[dir]; 375 SET_FLAG (new_op, FLAG_IDENTIFIED);
478 if (dir == 0) 376 op->map->insert (new_op,
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
480 else 378 op,
481 insert_ob_in_map (new_op, op->map, op, 0); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
380
482 return dir; 381 return dir;
483} 382}
484 383
485/* Returns true if it is ok to put spell *op on the space/may provided. 384/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 385 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 387 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 388 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 389 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 390 *
492 */ 391 */
493
494int 392int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 394{
497 object *tmp; 395 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 396 return 0;
506 397
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 398 mapspace &ms = m->at (x, y);
399
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 401 return 0;
509 402
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 403 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 404 {
512 /* If there is a counterspell on the space, and this 405 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 406 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code 407 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more 408 * will then remove it, but that would seem to to use more
516 * resources, and may not work as well if a player is standing 409 * resources, and may not work as well if a player is standing
517 * on top of a counterwall spell (may hit the player before being 410 * on top of a counterwall spell (may hit the player before being
518 * removed.) On the other hand, it may be more dramatic for the 411 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 412 * spell to actually hit the counterwall and be sucked up.
520 */ 413 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 414 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 415 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 416 && (tmp->type != PLAYER)
417 && (tmp->type != WEAPON)
418 && (tmp->type != BOW)
419 && (tmp->type != ARROW)
420 && (tmp->type != GOLEM)
421 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
422 // we special case floor here because there
423 // are sometimes spell effect floors
424 // which are used to inflict damage
425 // (and those shouldn't go away from
426 // sanctuary) see also: permanent lava
427 && (immune_stop & AT_MAGIC))
524 return 0; 428 return 0;
525 429
526 /* This is to prevent 'out of control' spells. Basically, this 430 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 431 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 432 * needed for performance reasons, and just for playability I believe.
535 /* 439 /*
536 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
537 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
538 * playability reasons. 442 * playability reasons.
539 */ 443 */
540 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
541 && tmp->type == op->type 445 && tmp->type == op->type
542 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
447 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 449 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 451 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 452 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 453 return 0;
550 455
551 /* Perhaps we should also put checks in for no magic and unholy 456 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 457 * ground to prevent it from moving along?
553 */ 458 */
554 } 459 }
460
555 /* If it passes the above tests, it must be OK */ 461 /* If it passes the above tests, it must be OK */
556 return 1; 462 return 1;
557} 463}
558 464
559/* fire_arch_from_position: fires an archetype. 465/* fire_arch_from_position: fires an archetype.
564 * dir: direction to fire in. 470 * dir: direction to fire in.
565 * spell: spell that is being fired. It uses other_arch for the archetype 471 * spell: spell that is being fired. It uses other_arch for the archetype
566 * to fire. 472 * to fire.
567 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
568 */ 474 */
569
570int 475int
571fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
572{ 477{
573 object *tmp;
574 int mflags;
575 maptile *m;
576
577 if (spell->other_arch == NULL) 478 if (!spell->other_arch)
578 return 0; 479 return 0;
579 480
580 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 {
584 return 0;
585 }
586 482
587 tmp = arch_to_object (spell->other_arch); 483 pos.move (dir ? dir : rndm (1, 8));
588 484
589 if (tmp == NULL) 485 if (!pos.normalise ())
590 return 0; 486 return 0;
591 487
592 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) 488 object *tmp = spell->other_arch->instance ();
489
490 if (!tmp)
491 return 0;
492
493 if (pos.ms ().blocks (tmp))
593 { 494 {
594 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
595 tmp->destroy (); 496 tmp->destroy ();
596 return 0; 497 return 0;
597 } 498 }
598 499
599 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
603 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
604 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
605 tmp->x = x; 506 tmp->x = x;
606 tmp->y = y; 507 tmp->y = y;
607 tmp->direction = dir; 508 tmp->direction = dir;
608 if (op->owner != NULL)
609 tmp->set_owner (op); 509 tmp->set_owner (op);
610 else
611 tmp->set_owner (op);
612 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
613 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
614 512
615 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
616 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
617 {
618 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
619 return 0; 516 return 0;
620 } 517
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
623 520
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
625 return 1;
626
627 move_spell_effect (tmp); 522 move_spell_effect (tmp);
628 523
629 return 1; 524 return 1;
630} 525}
631
632
633 526
634/***************************************************************************** 527/*****************************************************************************
635 * 528 *
636 * Code related to rods - perhaps better located in another file? 529 * Code related to rods - perhaps better located in another file?
637 * 530 *
638 ****************************************************************************/ 531 ****************************************************************************/
639
640void 532void
641regenerate_rod (object *rod) 533regenerate_rod (object *rod)
642{ 534{
643 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
644 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
645 rod->stats.hp += 1 + rod->stats.maxhp / 10;
646
647 if (rod->stats.hp > rod->stats.maxhp)
648 rod->stats.hp = rod->stats.maxhp;
649 }
650} 537}
651
652 538
653void 539void
654drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
655{ 541{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 542 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 543}
658
659
660
661 544
662/* this function is commonly used to find a friendly target for 545/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 546 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 547 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 548 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 549 * NULL if no good object.
667 */ 550 */
668
669object * 551object *
670find_target_for_friendly_spell (object *op, int dir) 552find_target_for_friendly_spell (object *op, int dir)
671{ 553{
672 object *tmp; 554 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 555
677 /* I don't really get this block - if op isn't a player or rune, 556 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 557 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 558 * The owner could very well be no where near op.
680 */ 559 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 567 tmp = op;
689 } 568 }
690 else 569 else
691 { 570 {
692 m = op->map; 571 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 572 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 573 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 574
575 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 576 ? m->at (x, y).player ()
577 : 0;
702 } 578 }
703 579
704 /* didn't find a player there, look in current square for a player */ 580 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 581 if (!tmp)
706 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
707 583
708 return tmp; 584 return tmp;
709} 585}
710
711
712 586
713/* raytrace: 587/* raytrace:
714 * spell_find_dir(map, x, y, exclude) will search first the center square 588 * spell_find_dir(map, x, y, exclude) will search first the center square
715 * then some close squares in the given map at the given coordinates for 589 * then some close squares in the given map at the given coordinates for
716 * live objects. 590 * live objects.
719 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
720 * It returns the direction toward the first/closest live object if it finds 594 * It returns the direction toward the first/closest live object if it finds
721 * any, otherwise -1. 595 * any, otherwise -1.
722 * note that exclude can be NULL, in which case all bets are off. 596 * note that exclude can be NULL, in which case all bets are off.
723 */ 597 */
724
725int 598int
726spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
727{ 600{
728 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
729 sint16 nx, ny; 602 sint16 nx, ny;
756 return freedir[i]; 629 return freedir[i];
757 } 630 }
758 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
759} 632}
760 633
761
762
763/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
766 */ 637 */
767
768void 638void
769put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
770{ 640{
771 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 642 archetype *at;
779 649
780 /* find a free square nearby 650 /* find a free square nearby
781 * first we check the closest square for free squares 651 * first we check the closest square for free squares
782 */ 652 */
783 653
784 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 654 dir = find_first_free_spot (at, op->map, op->x, op->y);
785 if (dir != -1) 655 if (dir != -1)
786 { 656 {
787 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
788 * insert multipart monsters properly 658 * insert multipart monsters properly
789 */ 659 */
660 //TODO: use expand_tail + ...
790 while (at != NULL) 661 while (at != NULL)
791 { 662 {
792 tmp = arch_to_object (at); 663 tmp = arch_to_object (at);
793 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
794 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
795 tmp->map = op->map; 666 tmp->map = op->map;
796 if (head) 667 if (head)
797 { 668 {
798 tmp->head = head; 669 tmp->head = head;
799 prev->more = tmp; 670 prev->more = tmp;
800 } 671 }
672
801 if (!head) 673 if (!head)
802 head = tmp; 674 head = tmp;
675
803 prev = tmp; 676 prev = tmp;
677
804 at = at->more; 678 at = (archetype *)at->more;
805 } 679 }
806 680
807 if (head->randomitems) 681 if (head->randomitems)
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 683
810 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
811 685
812 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 688 }
819} 689}
820 690
821/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 692 * places them in nearby squares.
849{ 719{
850 int attacktype; 720 int attacktype;
851 int face; 721 int face;
852} ATTACKS[22] = 722} ATTACKS[22] =
853{ 723{
854 {
855 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 730 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 732 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 736 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 738 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 740 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 743 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 745 { AT_FEAR, 10},
898 746};
899
900 747
901/* shuffle_attack: peterm 748/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
1022 else 869 else
1023 { 870 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 871 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 872 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 873 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 874
1030 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
1032 877
1033 if (power > 25) 878 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 879 tmp->stats.dam = 25 + isqrt (power);
1035 else 880 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 881 tmp->stats.dam = power; /* nasty recoils! */
1037 882
1038 tmp->stats.maxhp = tmp->count; 883 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 884
885 tmp->insert_at (op);
1040 } 886 }
1041 } 887 }
1042} 888}
1043 889
1044int 890int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046{ 892{
1047 int success; 893 int success;
1048 player *pl;
1049 object *spell; 894 object *spell;
1050 895
1051 if (!spell_ob->other_arch) 896 if (!spell_ob->other_arch)
1052 { 897 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 898 LOG (llevError, "cast_party_spell: empty other arch\n");
1054 return 0; 899 return 0;
1055 } 900 }
901
1056 spell = arch_to_object (spell_ob->other_arch); 902 spell = arch_to_object (spell_ob->other_arch);
1057 903
1058 /* Always cast spell on caster */ 904 /* Always cast spell on caster */
1059 success = cast_spell (op, caster, dir, spell, stringarg); 905 success = cast_spell (op, caster, dir, spell, stringarg);
1060 906
1061 if (caster->contr->party == NULL) 907 if (caster->contr->party == NULL)
1062 { 908 {
1063 spell->remove (); 909 spell->remove ();
1064 return success; 910 return success;
1065 } 911 }
912
1066 for_all_players (pl) 913 for_all_players (pl)
1067 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1068 {
1069 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1070 } 916
1071 spell->remove (); 917 spell->remove ();
1072 return success; 918 return success;
1073} 919}
1074 920
1075/* This is where the main dispatch when someone casts a spell. 921/* This is where the main dispatch when someone casts a spell.
1097 * 943 *
1098 * if it is a player casting the spell (op->type == PLAYER, op == caster), 944 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1099 * this function will decrease the mana/grace appropriately. For other 945 * this function will decrease the mana/grace appropriately. For other
1100 * objects, the caller should do what it considers appropriate. 946 * objects, the caller should do what it considers appropriate.
1101 */ 947 */
1102
1103int 948int
1104cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1105{ 950{
1106 const char *godname; 951 const char *godname;
1107 int success = 0, mflags, cast_level = 0, old_shoottype; 952 int success = 0, cast_level = 0;
1108 object *skill = NULL; 953 object *skill = NULL;
1109
1110 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 954
1112 if (!spell_ob) 955 if (!spell_ob)
1113 { 956 {
1114 LOG (llevError, "cast_spell: null spell object passed\n"); 957 LOG (llevError, "cast_spell: null spell object passed\n");
1115 return 0; 958 return 0;
1144 * at least process that code. 987 * at least process that code.
1145 */ 988 */
1146 if (op->type == PLAYER && op == caster) 989 if (op->type == PLAYER && op == caster)
1147 { 990 {
1148 cast_level = caster_level (caster, spell_ob); 991 cast_level = caster_level (caster, spell_ob);
992
1149 if (spell_ob->skill) 993 if (spell_ob->skill)
1150 { 994 {
1151 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
996
1152 if (!skill) 997 if (!skill)
1153 { 998 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 999 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name));
1155 return 0; 1003 return 0;
1156 } 1004 }
1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1157 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1158 { 1009 {
1159 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1010 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1012 cast_level, casting_level));
1160 return 0; 1013 return 0;
1161 } 1014 }
1162 } 1015 }
1016
1163 /* If the caster is the wiz, they don't ever fail, and don't have 1017 /* If the caster is the wiz, they don't ever fail, and don't have
1164 * to have sufficient grace/mana. 1018 * to have sufficient grace/mana.
1165 */ 1019 */
1166 if (!QUERY_FLAG (op, FLAG_WIZ)) 1020 if (!QUERY_FLAG (op, FLAG_WIZ))
1167 { 1021 {
1168 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1024 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1025 op->failmsg ("You don't have enough mana!");
1172 return 0; 1026 return 0;
1173 } 1027 }
1028
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1029 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1030 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1031 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1032 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1033 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1179 {
1180 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1034 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1181 }
1182 else 1035 else
1183 { 1036 {
1184 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1037 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1038 op->failmsg (format ("%s ignores your prayer.", godname));
1186 return 0; 1039 return 0;
1187 } 1040 }
1188 } 1041 }
1189 1042
1190 /* player/monster is trying to cast the spell. might fumble it */ 1043 /* player/monster is trying to cast the spell. might fumble it */
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1046 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1047 op->contr->play_sound (sound_find ("fumble_spell"));
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1048 op->failmsg ("You fumble the prayer.");
1196 if (settings.casting_time == TRUE) 1049
1197 {
1198 op->casting_time = -1;
1199 }
1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1051 return 0;
1202 } 1052 }
1203 else if (spell_ob->stats.sp) 1053 else if (spell_ob->stats.sp)
1204 { 1054 {
1205 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1055 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1206 1056
1207 if (failure < 0) 1057 if (failure < 0)
1208 { 1058 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1059 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1210 if (settings.spell_failure_effects == TRUE) 1060 if (settings.spell_failure_effects == TRUE)
1211 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1061 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1212 op->contr->shoottype = (rangetype) old_shoottype; 1062
1213 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1063 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1214 return 0; 1064 return 0;
1215 } 1065 }
1216 } 1066 }
1217 } 1067 }
1218 } 1068 }
1219 1069
1220 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1070 int mflags = op->ms ().flags ();
1221 1071
1222 /* See if we can cast a spell here. If the caster and op are 1072 /* See if we can cast a spell here. If the caster and op are
1223 * not alive, then this would mean that the mapmaker put the 1073 * not alive, then this would mean that the mapmaker put the
1224 * objects on the space - presume that they know what they are 1074 * objects on the space - presume that they know what they are
1225 * doing. 1075 * doing.
1226 */ 1076 */
1227 1077
1228 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1078 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229 { 1079 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1080 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1231 return 0; 1081 return 0;
1232 } 1082 }
1233 1083
1234 if ((spell_ob->type == SPELL) 1084 if ((spell_ob->type == SPELL)
1235 && (caster->type != POTION) 1085 && (caster->type != POTION)
1240 { 1090 {
1241 if (op->type != PLAYER) 1091 if (op->type != PLAYER)
1242 return 0; 1092 return 0;
1243 1093
1244 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1095 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1246 else 1096 else if (object *item = op->contr->ranged_ob)
1247 switch (op->contr->shoottype)
1248 { 1097 {
1249 case range_magic: 1098 if (item->type == SPELL)
1250 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1099 op->failmsg ("Something blocks your spellcasting.");
1251 break; 1100 else if (item->type == SCROLL)
1252 case range_misc: 1101 op->failmsg ("Something blocks the magic of your scroll.");
1253 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254 break;
1255 case range_golem:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1257 break;
1258 default:
1259 break;
1260 }
1261 return 0;
1262 }
1263
1264 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1265 {
1266 if (op->casting_time == -1)
1267 { /* begin the casting */
1268 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1269 op->spell = spell_ob;
1270 /* put the stringarg into the object struct so that when the
1271 * spell is actually cast, it knows about the stringarg.
1272 * necessary for the invoke command spells.
1273 */
1274 if (stringarg)
1275 {
1276 op->spellarg = strdup (stringarg);
1277 }
1278 else 1102 else
1279 op->spellarg = NULL; 1103 op->failmsg ("Something blocks the magic of your item.");
1280 return 0;
1281 }
1282 else if (op->casting_time != 0)
1283 {
1284 if (op->type == PLAYER)
1285 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1286 return 0;
1287 } 1104 }
1288 else 1105 else
1289 { /* casting_time == 0 */ 1106 op->failmsg ("Something blocks the spell!");
1290 op->casting_time = -1; 1107
1291 spell_ob = op->spell; 1108 return 0;
1292 stringarg = op->spellarg;
1293 }
1294 }
1295 else
1296 { 1109 }
1110
1297 /* Take into account how long it takes to cast the spell. 1111 /* Take into account how long it takes to cast the spell.
1298 * if the player is casting it, then we use the time in 1112 * if the player is casting it, then we use the time in
1299 * the spell object. If it is a spell object, have it 1113 * the spell object. If it is a spell object, have it
1300 * take two ticks. Things that cast spells on the players 1114 * take two ticks. Things that cast spells on the players
1301 * behalf (eg, altars, and whatever else) shouldn't cost 1115 * behalf (eg, altars, and whatever else) shouldn't cost
1302 * the player any time. 1116 * the player any time.
1303 * Ignore casting time for firewalls 1117 * Ignore casting time for firewalls
1118 */
1119 if (caster == op && caster->type != FIREWALL)
1120 {
1121 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1122 /* Other portions of the code may also decrement the speed of the player, so
1123 * put a lower limit so that the player isn't stuck here too long
1304 */ 1124 */
1305 if (caster == op && caster->type != FIREWALL)
1306 {
1307 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1308 /* Other portions of the code may also decrement the speed of the player, so
1309 * put a lower limit so that the player isn't stuck here too long
1310 */
1311 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1125 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1312 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1126 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1313 } 1127 }
1314 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1128 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1315 {
1316 op->speed_left -= 2 * FABS (op->speed); 1129 op->speed_left -= 2 * FABS (op->speed);
1317 }
1318 }
1319 1130
1320 if (op->type == PLAYER && op == caster) 1131 if (op->type == PLAYER && op == caster)
1321 { 1132 {
1322 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1133 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1323 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1134 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1330 if (op != caster && !skill && caster->skill) 1141 if (op != caster && !skill && caster->skill)
1331 { 1142 {
1332 skill = find_skill_by_name (op, caster->skill); 1143 skill = find_skill_by_name (op, caster->skill);
1333 if (!skill) 1144 if (!skill)
1334 { 1145 {
1335 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1146 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1336 return 0; 1147 return 0;
1337 } 1148 }
1149
1338 change_skill (op, skill, 0); /* needed for proper exp credit */ 1150 op->change_skill (skill); /* needed for proper exp credit */
1339 } 1151 }
1152
1153 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1154 return RESULT_INT (0);
1340 1155
1341 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1342 { 1157 {
1343 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1344 * in in spells.h. 1159 * in in spells.h.
1345 */ 1160 */
1346 case SP_RAISE_DEAD: 1161 case SP_RAISE_DEAD:
1347 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1348 break; 1163 break;
1349 1164
1350 case SP_RUNE: 1165 case SP_RUNE:
1378 case SP_SMITE: 1193 case SP_SMITE:
1379 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1380 break; 1195 break;
1381 1196
1382 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1383 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1384 break; 1199 break;
1385 1200
1386 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1387 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1388 old_shoottype = range_golem;
1389 break; 1203 break;
1390 1204
1391 case SP_DIMENSION_DOOR: 1205 case SP_DIMENSION_DOOR:
1392 /* dimension door needs the actual caster, because that is what is 1206 /* dimension door needs the actual caster, because that is what is
1393 * moved. 1207 * moved.
1466#ifdef NO_POLYMORPH 1280#ifdef NO_POLYMORPH
1467 /* Not great, but at least provide feedback so if players do have 1281 /* Not great, but at least provide feedback so if players do have
1468 * polymorph (ie, find it as a preset item or left over from before 1282 * polymorph (ie, find it as a preset item or left over from before
1469 * it was disabled), they get some feedback. 1283 * it was disabled), they get some feedback.
1470 */ 1284 */
1471 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1285 op->failmsg ("The spell fizzles!");
1472 success = 0; 1286 success = 0;
1473#else 1287#else
1474 success = cast_polymorph (op, caster, spell_ob, dir); 1288 success = cast_polymorph (op, caster, spell_ob, dir);
1475#endif 1289#endif
1476 break; 1290 break;
1496 break; 1310 break;
1497 1311
1498 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1499 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1500 { 1314 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1315 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1502 success = 0; 1316 success = 0;
1503 } 1317 }
1504 else 1318 else
1505 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1506 break; 1320 break;
1507 1321
1508 case SP_SWARM: 1322 case SP_SWARM:
1509 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1510 break; 1324 break;
1526 success = cast_consecrate (op, caster, spell_ob); 1340 success = cast_consecrate (op, caster, spell_ob);
1527 break; 1341 break;
1528 1342
1529 case SP_ANIMATE_WEAPON: 1343 case SP_ANIMATE_WEAPON:
1530 success = animate_weapon (op, caster, spell_ob, dir); 1344 success = animate_weapon (op, caster, spell_ob, dir);
1531 old_shoottype = range_golem;
1532 break; 1345 break;
1533 1346
1534 case SP_LIGHT: 1347 case SP_LIGHT:
1535 success = cast_light (op, caster, spell_ob, dir); 1348 success = cast_light (op, caster, spell_ob, dir);
1536 break; 1349 break;
1549 1362
1550 case SP_AURA: 1363 case SP_AURA:
1551 success = create_aura (op, caster, spell_ob); 1364 success = create_aura (op, caster, spell_ob);
1552 break; 1365 break;
1553 1366
1554 case SP_TOWN_PORTAL:
1555 success = cast_create_town_portal (op, caster, spell_ob, dir);
1556 break;
1557
1558 case SP_PARTY_SPELL: 1367 case SP_PARTY_SPELL:
1559 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1368 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1560 break; 1369 break;
1561 1370
1562 default: 1371 default:
1563 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1564 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1565 }
1566
1567 /* FIXME - we need some better sound suppport */
1568 // yes, for example, augment map info with the spell effect
1569 // so clients can calculate the sounds themselves
1570 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1571
1572 /* free the spell arg */
1573 if (settings.casting_time == TRUE && stringarg)
1574 { 1373 }
1575 free (stringarg); 1374
1576 stringarg = NULL; 1375 op->play_sound (
1577 } 1376 success
1578 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1377 ? spell_ob->sound
1579 * to something like use_magic_item, but you really want to be able to fire 1378 ? spell_ob->sound
1580 * it again. 1379 : sound_find ("spell_success")
1581 */ 1380 : sound_find ("fumble_spell")
1582 if (op->contr) 1381 );
1583 op->contr->shoottype = (rangetype) old_shoottype;
1584 1382
1585 return success; 1383 return success;
1586} 1384}
1587 1385
1588
1589/* This is called from time.c/process_object(). That function 1386/* This is called from time.c/process_object(). That function
1590 * calls this for any SPELL_EFFECT type objects. This function 1387 * calls this for any SPELL_EFFECT type objects. This function
1591 * then dispatches them to the appropriate specific routines. 1388 * then dispatches them to the appropriate specific routines.
1592 */ 1389 */
1593void 1390void
1594move_spell_effect (object *op) 1391move_spell_effect (object *op)
1595{ 1392{
1681 break; 1478 break;
1682 1479
1683 case SP_MOVING_BALL: 1480 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1481 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1483 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1484 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1485 break;
1689 } 1486 }
1690} 1487}
1488

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