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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.7 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_util.C,v 1.7 2006/08/29 07:34:00 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30 23
31#include <global.h> 24#include <global.h>
32#include <spells.h> 25#include <spells.h>
33#include <object.h> 26#include <object.h>
34#include <errno.h> 27#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 28#include <sproto.h>
37#endif
38#include <sounds.h> 29#include <sounds.h>
39 30
40extern char *spell_mapping[]; 31extern char *spell_mapping[];
41 32
42/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 35 * matching spells are used.
45 */ 36 */
37object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
47{ 39{
48 int k=0,s; 40 int k = 0, s;
49 object *tmp; 41 object *tmp;
50 42
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 43 for (tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
53 46
54 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
55 if (!k) return NULL; 48 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 49 return NULL;
50
51 s = RANDOM () % k;
52
53 for (tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s)
57 return tmp;
58 else
59 s--;
60 }
61 /* Should never get here, but just in case */
62 return NULL;
66} 63}
67 64
68/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 68 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 69 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 70 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 71 * that object (use magic device).
75 */ 72 */
73void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 74set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 75{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 76 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 77 dest->skill = spob->skill;
81 else if (caster->skill) 78 else
82 dest->skill = add_refcount(caster->skill); 79 dest->skill = caster->skill;
83}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 80}
141 81
142/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
144 */ 84 */
145 85void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 87{
149
150 if (spob->other_arch != NULL) { 88 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 89 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 90}
159 91
160/* 92/*
161 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
165 * 97 *
166 * caster is person casting hte spell. 98 * caster is person casting the spell.
167 * spell is the spell object. 99 * spell is the spell object.
168 * Returns modified level. 100 * Returns modified level.
169 */ 101 */
102int
170int min_casting_level(object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
171{ 104{
172 int new_level;
173
174 if (caster->path_denied & spell->path_attuned) { 105 if (caster->path_denied & spell->path_attuned)
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1; 106 return 1;
183 } 107
184 new_level = spell->level 108 int new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
187 return (new_level < 1) ? 1 : new_level;
188}
189 111
112 return max (1, new_level);
113}
190 114
191/* This function returns the effective level the spell 115/* This function returns the effective level the spell
192 * is being cast at. 116 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5. 117 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
196 */ 120 */
197 121int
198int caster_level(object *caster, object *spell) 122caster_level (object *caster, object *spell)
199{ 123{
200 int level = caster->level; 124 int level = caster->level;
201 125
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 128 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1; 130 int sk_level = skill ? skill->level : 1;
131
219 level = MIN (level, sk_level + level / 10 + 1); 132 level = min (level, sk_level + level / 10 + 1);
220 }
221 133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++)
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141
222 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
225 145
226 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places. 147 * errors in various places.
228 */ 148 */
229 if (level < 1) level = 1; 149 return max (level, 1);
230 return level;
231} 150}
232 151
233/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
240 * spell is the spell object. 159 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and 160 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher. 161 * mana. In that case, we return which ever value is higher.
243 */ 162 */
244 163
164sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 166{
247 int sp, grace, level = caster_level(caster, spell); 167 int sp, grace, level = caster_level (caster, spell);
248 168
249 if (settings.spellpoint_level_depend == TRUE) { 169 if (settings.spellpoint_level_depend == TRUE)
170 {
250 if (spell->stats.sp && spell->stats.maxsp) { 171 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 172 {
252 (1.0 + MAX(0, 173 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 174 }
254 } 175 else
255 else sp = spell->stats.sp; 176 sp = spell->stats.sp;
256 177
257 sp *= (int) PATH_SP_MULT(caster,spell); 178 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 179 if (!sp && spell->stats.sp)
180 sp = 1;
259 181
260 if (spell->stats.grace && spell->stats.maxgrace) { 182 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 183 {
262 (1.0 + MAX(0, 184 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 185 }
264 } 186 else
265 else grace = spell->stats.grace; 187 grace = spell->stats.grace;
266 188
267 grace *= (int) PATH_SP_MULT(caster,spell); 189 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 190 if (spell->stats.grace && !grace)
269 } else { 191 grace = 1;
192 }
193 else
194 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 196 if (spell->stats.sp && !sp)
197 sp = 1;
198
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 200 if (spell->stats.grace && !grace)
201 grace = 1;
274 } 202 }
203
275 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 205 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
278 return grace; 207 return grace;
279 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
280 return sp; 209 return sp;
281 else { 210 else
211 {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 213 return 0;
284 } 214 }
285} 215}
286
287 216
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
290 */ 219 */
220int
291int SP_level_dam_adjust(object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
292{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
293 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj;
301} 228}
302 229
303/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
306 */ 233 */
234int
307int SP_level_duration_adjust(object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
308{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
309 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj;
318} 242}
319 243
320/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
323 */ 247 */
248int
324int SP_level_range_adjust(object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
325{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
326 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj;
335} 256}
336 257
337/* Checks to see if player knows the spell. If the name is the same 258/* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't. 260 * returns 1 if they know the spell, 0 if they don't.
340 */ 261 */
262object *
341object *check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
342{ 264{
343 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
344 267
345 for (spop=op->inv; spop; spop=spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 269 if (spop->type == SPELL && spop->name == name)
270 return spop;
347 271
348 return NULL; 272 return 0;
349} 273}
350 274
351 275
352/* 276/*
353 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
356 * returns the matching spell object, or NULL. 280 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 281 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 282 * exact match, we also return NULL.
359 */ 283 */
360 284
285object *
361object *lookup_spell_by_name(object *op,const char *spname) { 286lookup_spell_by_name (object *op, const char *spname)
287{
362 object *spob1=NULL, *spob2=NULL, *spob; 288 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 289 int nummatch = 0;
364 290
365 if(spname==NULL) return NULL; 291 if (spname == NULL)
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL; 292 return NULL;
293
294 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name.
297 */
298 for (spob = op->inv; spob; spob = spob->below)
299 {
300 if (spob->type == SPELL)
301 {
302 if (!strncmp (spob->name, spname, strlen (spname)))
303 {
304 nummatch++;
305 spob1 = spob;
306 }
307 else if (!strncmp (spob->name, spname, strlen (spob->name)))
308 {
309 /* if spells have ambiguous names, it makes matching
310 * really difficult. (eg, fire and fireball would
311 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion.
313 */
314 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
316 spob2 = spob;
317 }
318 }
319 }
320 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null
322 */
323 if (spob2)
324 return spob2;
325 if (spob1 && nummatch == 1)
326 return spob1;
327 return NULL;
395} 328}
396 329
397/* reflwall - decides weither the (spell-)object sp_op will 330/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 331 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 332 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 333 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 334 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 335 * eg, updated for tiled maps.
403 */ 336 */
337int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 338reflwall (maptile *m, int x, int y, object *sp_op)
339{
405 object *op; 340 object *op;
406 341
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 342 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 343 return 0;
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1;
349
350 return 0;
414} 351}
415 352
416/* cast_create_object: creates object new_op in direction dir 353/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 354 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 355 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 356 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 357 * returns the direction that the object was actually placed
421 * in. 358 * in.
422 */ 359 */
360int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 361cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 362{
425 mapstruct *m; 363 maptile *m;
426 sint16 sx, sy; 364 sint16 sx, sy;
427 365
428 if(dir && 366 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 367 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 368 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
369 {
431 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.");
432 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.");
433 dir = 0; 372 dir = 0;
434 } 373 }
435 new_op->x=op->x+freearr_x[dir]; 374
436 new_op->y=op->y+freearr_y[dir]; 375 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 if (dir == 0) 376 op->map->insert (new_op,
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
439 else 378 op,
440 insert_ob_in_map(new_op,op->map,op,0); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
380
441 return dir; 381 return dir;
442} 382}
443 383
444/* 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.
445 * immune_stop is basically the attacktype of the spell (why 385 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 386 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 387 * has the AT_MAGIC bit set, and there is a counterwall
448 * 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
449 * 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.
450 * 390 *
451 */ 391 */
452 392int
453int ok_to_put_more(mapstruct *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)
454 object *tmp; 394{
455 int mflags; 395 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 396 return 0;
490 397
398 mapspace &ms = m->at (x, y);
399
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0;
402
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
404 {
405 /* If there is a counterspell on the space, and this
406 * object is using magic, don't progress. I believe we could
407 * leave this out and let in progress, and other areas of the code
408 * will then remove it, but that would seem to to use more
409 * resources, and may not work as well if a player is standing
410 * on top of a counterwall spell (may hit the player before being
411 * removed.) On the other hand, it may be more dramatic for the
412 * spell to actually hit the counterwall and be sucked up.
413 */
414 if ((tmp->attacktype & AT_COUNTERSPELL)
415 && !QUERY_FLAG (tmp, FLAG_MONSTER)
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))
428 return 0;
429
430 /* This is to prevent 'out of control' spells. Basically, this
431 * limits one spell effect per space per spell. This is definately
432 * needed for performance reasons, and just for playability I believe.
433 * there are no such things as multispaced spells right now, so
434 * we don't need to worry about the head.
435 */
436 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
437 return 0;
438
491 /* 439 /*
492 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 442 * playability reasons.
495 */ 443 */
496 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
497 && tmp->type == op->type 445 && tmp->type == op->type
498 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 447 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) { 449 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 451 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 452 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 453 return 0;
507 } 454 }
508 455
509 /* 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
510 * ground to prevent it from moving along? 457 * ground to prevent it from moving along?
511 */ 458 */
512 } 459 }
460
513 /* If it passes the above tests, it must be OK */ 461 /* If it passes the above tests, it must be OK */
514 return 1; 462 return 1;
515} 463}
516 464
517/* fire_arch_from_position: fires an archetype. 465/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 466 * op: person firing the object.
519 * caster: object casting the spell. 467 * caster: object casting the spell.
522 * dir: direction to fire in. 470 * dir: direction to fire in.
523 * 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
524 * to fire. 472 * to fire.
525 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
526 */ 474 */
527 475int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 477{
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL) 478 if (!spell->other_arch)
536 return 0; 479 return 0;
537 480
538 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 482
540 if (mflags & P_OUT_OF_MAP) { 483 pos.move (dir ? dir : rndm (1, 8));
484
485 if (!pos.normalise ())
541 return 0; 486 return 0;
487
488 object *tmp = spell->other_arch->instance ();
489
490 if (!tmp)
491 return 0;
492
493 if (pos.ms ().blocks (tmp))
542 } 494 {
543
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 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");
551 free_object(tmp); 496 tmp->destroy ();
552 return 0; 497 return 0;
553 } 498 }
554 499
555
556
557 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);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 501 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* code in time.c uses food for some things, duration for others */ 502 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration; 503 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
563 tmp->x=x; 506 tmp->x = x;
564 tmp->y=y; 507 tmp->y = y;
565 tmp->direction=dir; 508 tmp->direction = dir;
566 if (get_owner (op) != NULL) 509 tmp->set_owner (op);
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
572 512
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0; 515 if (!tailor_god_spell (tmp, op))
576 } 516 return 0;
517
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 519 SET_ANIMATION (tmp, dir);
579 520
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
581 return 1;
582
583 move_spell_effect(tmp); 522 move_spell_effect (tmp);
584 523
585 return 1; 524 return 1;
586} 525}
587
588
589 526
590/***************************************************************************** 527/*****************************************************************************
591 * 528 *
592 * Code related to rods - perhaps better located in another file? 529 * Code related to rods - perhaps better located in another file?
593 * 530 *
594 ****************************************************************************/ 531 ****************************************************************************/
595 532void
596void regenerate_rod(object *rod) { 533regenerate_rod (object *rod)
534{
597 if (rod->stats.hp < rod->stats.maxhp) { 535 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 537}
604 538
605 539void
606void drain_rod_charge(object *rod) { 540drain_rod_charge (object *rod)
541{
607 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);
608} 543}
609
610
611
612 544
613/* this function is commonly used to find a friendly target for 545/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 546 * spells such as heal or protection or armour
615 * 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),
616 * 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
617 * NULL if no good object. 549 * NULL if no good object.
618 */ 550 */
619 551object *
620object *find_target_for_friendly_spell(object *op,int dir) { 552find_target_for_friendly_spell (object *op, int dir)
553{
621 object *tmp; 554 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 555
626 /* 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,
627 * we then make the owner of this object the target. 557 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 558 * The owner could very well be no where near op.
629 */ 559 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 560 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 561 {
562 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 563 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 564 * to the caster.
634 */ 565 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 566 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
567 tmp = op;
568 }
569 else
636 } 570 {
637 else { 571 maptile *m = op->map;
638 m = op->map; 572 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 573 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 574
641 575 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 576 ? m->at (x, y).player ()
643 577 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 578 }
579
652 /* 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 */
653 if(tmp==NULL) 581 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 582 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 }
659 583
660 return tmp; 584 return tmp;
661} 585}
662
663
664 586
665/* raytrace: 587/* raytrace:
666 * 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
667 * 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
668 * live objects. 590 * live objects.
671 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
672 * 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
673 * any, otherwise -1. 595 * any, otherwise -1.
674 * 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.
675 */ 597 */
676 598int
677int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 599spell_find_dir (maptile *m, int x, int y, object *exclude)
600{
678 int i,max=SIZEOFFREE; 601 int i, max = SIZEOFFREE;
679 sint16 nx,ny; 602 sint16 nx, ny;
680 int owner_type=0, mflags; 603 int owner_type = 0, mflags;
681 object *tmp; 604 object *tmp;
682 mapstruct *mp; 605 maptile *mp;
683 606
684 if (exclude && exclude->head) 607 if (exclude && exclude->head)
685 exclude = exclude->head; 608 exclude = exclude->head;
686 if (exclude && exclude->type) 609 if (exclude && exclude->type)
687 owner_type = exclude->type; 610 owner_type = exclude->type;
688 611
689 for(i=rndm(1, 8);i<max;i++) { 612 for (i = rndm (1, 8); i < max; i++)
613 {
690 nx = x + freearr_x[i]; 614 nx = x + freearr_x[i];
691 ny = y + freearr_y[i]; 615 ny = y + freearr_y[i];
692 mp = m; 616 mp = m;
693 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 617 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
694 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 618 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
619 continue;
695 620
696 tmp=get_map_ob(mp,nx,ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
697 622
698 while(tmp!=NULL && (((owner_type==PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
699 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 624 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
700 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 625 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 (tmp == exclude || (tmp->head && tmp->head == exclude))))
702 tmp=tmp->above; 626 tmp = tmp->above;
703 627
704 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
705 return freedir[i]; 629 return freedir[i];
706 } 630 }
707 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
708} 632}
709
710
711 633
712/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
713 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
714 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
715 */ 637 */
716 638void
717void put_a_monster(object *op,const char *monstername) { 639put_a_monster (object *op, const char *monstername)
640{
718 object *tmp,*head=NULL,*prev=NULL; 641 object *tmp, *head = NULL, *prev = NULL;
719 archetype *at; 642 archetype *at;
720 int dir; 643 int dir;
721 644
722 /* Handle cases where we are passed a bogus mosntername */ 645 /* Handle cases where we are passed a bogus mosntername */
723 646
724 if((at=find_archetype(monstername))==NULL) return; 647 if ((at = archetype::find (monstername)) == NULL)
648 return;
725 649
726 /* find a free square nearby 650 /* find a free square nearby
727 * first we check the closest square for free squares 651 * first we check the closest square for free squares
728 */ 652 */
729 653
730 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);
731 if(dir!=-1) { 655 if (dir != -1)
656 {
732 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
733 * insert multipart monsters properly 658 * insert multipart monsters properly
734 */ 659 */
735 while (at!=NULL) { 660 //TODO: use expand_tail + ...
661 while (at != NULL)
662 {
736 tmp=arch_to_object(at); 663 tmp = arch_to_object (at);
737 tmp->x=op->x+freearr_x[dir]+at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
738 tmp->y=op->y+freearr_y[dir]+at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
739 tmp->map = op->map; 666 tmp->map = op->map;
740 if (head) { 667 if (head)
741 tmp->head=head; 668 {
742 prev->more=tmp; 669 tmp->head = head;
743 } 670 prev->more = tmp;
744 if (!head) head=tmp; 671 }
745 prev=tmp;
746 at=at->more;
747 }
748 672
673 if (!head)
674 head = tmp;
675
676 prev = tmp;
677
678 at = (archetype *)at->more;
679 }
680
749 if (head->randomitems) 681 if (head->randomitems)
750 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
751 683
752 insert_ob_in_map(head,op->map,op,0); 684 insert_ob_in_map (head, op->map, op, 0);
753 685
754 /* thought it'd be cool to insert a burnout, too.*/ 686 /* thought it'd be cool to insert a burnout, too. */
755 tmp=get_archetype("burnout"); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
756 tmp->map = op->map;
757 tmp->x=op->x+freearr_x[dir];
758 tmp->y=op->y+freearr_y[dir];
759 insert_ob_in_map(tmp,op->map,op,0);
760 } 688 }
761} 689}
762 690
763/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
764 * places them in nearby squares. 692 * places them in nearby squares.
772 * use to call this, but best I can tell, that spell/ability was 700 * use to call this, but best I can tell, that spell/ability was
773 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
774 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
775 */ 703 */
776 704
705int
777int summon_hostile_monsters(object *op,int n,const char *monstername){ 706summon_hostile_monsters (object *op, int n, const char *monstername)
707{
778 int i; 708 int i;
709
779 for(i=0;i<n;i++) 710 for (i = 0; i < n; i++)
780 put_a_monster(op,monstername); 711 put_a_monster (op, monstername);
781 712
782 return n; 713 return n;
783} 714}
784 715
785 716
786/* Some local definitions for shuffle-attack */ 717/* Some local definitions for shuffle-attack */
787 struct attacktype_shuffle { 718struct attacktype_shuffle
719{
788 int attacktype; 720 int attacktype;
789 int face; 721 int face;
790 } ATTACKS[22] = { 722} ATTACKS[22] =
723{
791 {AT_PHYSICAL,0}, 724 { AT_PHYSICAL, 0},
792 {AT_PHYSICAL,0}, /*face = explosion*/ 725 { AT_PHYSICAL, 0}, /*face = explosion */
793 {AT_PHYSICAL,0}, 726 { AT_PHYSICAL, 0},
794 {AT_MAGIC,1}, 727 { AT_MAGIC, 1},
795 {AT_MAGIC,1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
796 {AT_MAGIC,1}, 729 { AT_MAGIC, 1},
797 {AT_FIRE,2}, 730 { AT_FIRE, 2},
798 {AT_FIRE,2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
799 {AT_FIRE,2}, 732 { AT_FIRE, 2},
800 {AT_ELECTRICITY,3}, 733 { AT_ELECTRICITY, 3},
801 {AT_ELECTRICITY,3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
802 {AT_ELECTRICITY,3}, 735 { AT_ELECTRICITY, 3},
803 {AT_COLD,4},
804 {AT_COLD,4}, /* face=icestorm*/
805 {AT_COLD,4}, 736 { AT_COLD, 4},
737 { AT_COLD, 4}, /* face=icestorm */
738 { AT_COLD, 4},
806 {AT_CONFUSION,5}, 739 { AT_CONFUSION, 5},
807 {AT_POISON,7}, 740 { AT_POISON, 7},
808 {AT_POISON,7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
809 {AT_POISON,7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
810 {AT_SLOW,8}, 743 { AT_SLOW, 8},
811 {AT_PARALYZE,9}, 744 { AT_PARALYZE, 9},
812 {AT_FEAR,10} }; 745 { AT_FEAR, 10},
813 746};
814
815 747
816/* shuffle_attack: peterm 748/* shuffle_attack: peterm
817 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
818 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
819 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
827 * would be nice. 759 * would be nice.
828 * I also fixed a bug here in that attacktype was |= - 760 * I also fixed a bug here in that attacktype was |= -
829 * to me, that would be that it would quickly get all 761 * to me, that would be that it would quickly get all
830 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 762 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
831 */ 763 */
764void
832void shuffle_attack(object *op,int change_face) 765shuffle_attack (object *op, int change_face)
833{ 766{
834 int i; 767 int i;
768
835 i=rndm(0, 21); 769 i = rndm (0, 21);
836 770
837 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 771 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
838 772
839 if(change_face) { 773 if (change_face)
774 {
840 SET_ANIMATION(op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
841 } 776 }
842} 777}
843 778
844 779
845/* prayer_failure: This is called when a player fails 780/* prayer_failure: This is called when a player fails
847 * op is the player. 782 * op is the player.
848 * failure is basically how much grace they had. 783 * failure is basically how much grace they had.
849 * power is how much grace the spell would normally take to cast. 784 * power is how much grace the spell would normally take to cast.
850 */ 785 */
851 786
787void
852void prayer_failure(object *op, int failure,int power) 788prayer_failure (object *op, int failure, int power)
853{ 789{
854 const char *godname; 790 const char *godname;
855 object *tmp; 791 object *tmp;
856 792
857 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 793 if (!strcmp ((godname = determine_god (op)), "none"))
794 godname = "Your spirit";
858 795
859 if(failure<= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
860 { 797 {
861 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 798 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
862 tmp = get_archetype(SPELL_WONDER); 799 tmp = get_archetype (SPELL_WONDER);
863 cast_cone(op,op,0,tmp); 800 cast_cone (op, op, 0, tmp);
864 free_object(tmp); 801 tmp->destroy ();
865 } 802 }
866 803
867 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
868 { 805 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 806 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
870 confuse_player(op,op,99); 807 confuse_player (op, op, 99);
871 } 808 }
872 else if (failure <= -60 && failure> -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
873 { 810 {
874 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 811 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
875 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 812 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
876 paralyze_player(op,op,99); 813 paralyze_player (op, op, 99);
877 } 814 }
878 else if (failure <= -150) /* blast the immediate area */ 815 else if (failure <= -150) /* blast the immediate area */
879 { 816 {
880 tmp = get_archetype(GOD_POWER); 817 tmp = get_archetype (GOD_POWER);
881 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 818 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
882 cast_magic_storm(op,tmp, power); 819 cast_magic_storm (op, tmp, power);
883 } 820 }
884} 821}
885 822
886/* 823/*
887 * spell_failure() handles the various effects for differing degrees 824 * spell_failure() handles the various effects for differing degrees
890 * failure is a random value of how badly you failed. 827 * failure is a random value of how badly you failed.
891 * power is how many spellpoints you'd normally need for the spell. 828 * power is how many spellpoints you'd normally need for the spell.
892 * skill is the skill you'd need to cast the spell. 829 * skill is the skill you'd need to cast the spell.
893 */ 830 */
894 831
832void
895void spell_failure(object *op, int failure,int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
896{ 834{
897 object *tmp; 835 object *tmp;
898 836
899 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
900 return; 838 return;
901 839
902 if (failure<=-20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
903 { 841 {
904 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 842 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
905 tmp = get_archetype(SPELL_WONDER); 843 tmp = get_archetype (SPELL_WONDER);
906 cast_cone(op,op,0,tmp); 844 cast_cone (op, op, 0, tmp);
907 free_object(tmp); 845 tmp->destroy ();
908 } 846 }
909 847
910 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
911 { 849 {
912 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 850 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
913 confuse_player(op,op,99); 851 confuse_player (op, op, 99);
914 } 852 }
915 else if (failure <= -60 && failure> -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
916 { 854 {
917 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 855 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
918 paralyze_player(op,op,99); 856 paralyze_player (op, op, 99);
919 } 857 }
920 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
921 { 859 {
922 object *tmp; 860 object *tmp;
861
923 /* Safety check to make sure we don't get any mana storms in scorn */ 862 /* Safety check to make sure we don't get any mana storms in scorn */
924 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 863 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
925 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
926 hit_player(op,9998,op,AT_INTERNAL,1);
927
928 } else {
929 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
930 tmp=get_archetype(LOOSE_MANA);
931 tmp->level=skill->level;
932 tmp->x=op->x;
933 tmp->y=op->y;
934
935 /* increase the area of destruction a little for more powerful spells */
936 tmp->range+=isqrt(power);
937
938 if (power>25) tmp->stats.dam = 25 + isqrt(power);
939 else tmp->stats.dam=power; /* nasty recoils! */
940
941 tmp->stats.maxhp=tmp->count;
942 insert_ob_in_map(tmp,op->map,NULL,0);
943 }
944 }
945}
946
947int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
948 {
949 int success;
950 player *pl;
951 object *spell;
952
953 if ( !spell_ob->other_arch )
954 { 864 {
955 LOG( llevError, "cast_party_spell: empty other arch\n" ); 865 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
956 return 0; 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
867
957 } 868 }
958 spell = arch_to_object( spell_ob->other_arch ); 869 else
959
960 /* Always cast spell on caster */
961 success = cast_spell( op, caster, dir, spell, stringarg );
962
963 if ( caster->contr->party == NULL )
964 { 870 {
965 remove_ob( spell ); 871 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
966 return success; 872 tmp = get_archetype (LOOSE_MANA);
873 tmp->level = skill->level;
874
875 /* increase the area of destruction a little for more powerful spells */
876 tmp->range += isqrt (power);
877
878 if (power > 25)
879 tmp->stats.dam = 25 + isqrt (power);
880 else
881 tmp->stats.dam = power; /* nasty recoils! */
882
883 tmp->stats.maxhp = tmp->count;
884
885 tmp->insert_at (op);
967 } 886 }
968 for( pl=first_player; pl!=NULL; pl=pl->next ) 887 }
969 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 888}
970 { 889
971 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 890int
972 } 891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
973 remove_ob( spell ); 892{
893 int success;
894 object *spell;
895
896 if (!spell_ob->other_arch)
897 {
898 LOG (llevError, "cast_party_spell: empty other arch\n");
899 return 0;
900 }
901
902 spell = arch_to_object (spell_ob->other_arch);
903
904 /* Always cast spell on caster */
905 success = cast_spell (op, caster, dir, spell, stringarg);
906
907 if (caster->contr->party == NULL)
908 {
909 spell->remove ();
974 return success; 910 return success;
975 } 911 }
912
913 for_all_players (pl)
914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
916
917 spell->remove ();
918 return success;
919}
976 920
977/* This is where the main dispatch when someone casts a spell. 921/* This is where the main dispatch when someone casts a spell.
978 * 922 *
979 * op is the creature that is owner of the object that is casting the spell - 923 * op is the creature that is owner of the object that is casting the spell -
980 * eg, the player or monster. 924 * eg, the player or monster.
999 * 943 *
1000 * 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),
1001 * this function will decrease the mana/grace appropriately. For other 945 * this function will decrease the mana/grace appropriately. For other
1002 * objects, the caller should do what it considers appropriate. 946 * objects, the caller should do what it considers appropriate.
1003 */ 947 */
1004 948int
1005int cast_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)
1006 950{
1007 const char *godname; 951 const char *godname;
1008 int success=0,mflags, cast_level=0, old_shoottype; 952 int success = 0, cast_level = 0;
1009 object *skill=NULL; 953 object *skill = NULL;
1010 954
1011 old_shoottype = op->contr ? op->contr->shoottype : 0;
1012
1013 if (!spell_ob) { 955 if (!spell_ob)
956 {
1014 LOG(llevError,"cast_spell: null spell object passed\n"); 957 LOG (llevError, "cast_spell: null spell object passed\n");
1015 return 0; 958 return 0;
1016 } 959 }
1017 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1018 960
961 if (!strcmp ((godname = determine_god (op)), "none"))
962 godname = "A random spirit";
963
1019 /* the caller should set caster to op if appropriate */ 964 /* the caller should set caster to op if appropriate */
1020 if (!caster) { 965 if (!caster)
966 {
1021 LOG(llevError,"cast_spell: null caster object passed\n"); 967 LOG (llevError, "cast_spell: null caster object passed\n");
1022 return 0; 968 return 0;
1023 } 969 }
1024 970
1025 /* if caster is a spell casting object, this normally shouldn't be 971 /* if caster is a spell casting object, this normally shouldn't be
1026 * an issue, because they don't have any spellpaths set up. 972 * an issue, because they don't have any spellpaths set up.
1027 */ 973 */
1028 if (caster->path_denied & spell_ob->path_attuned) { 974 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
975 {
1029 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 976 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1030 return 0; 977 return 0;
1031 } 978 }
1032 979
1033 /* if it is a player casting the spell, and they are really casting it 980 /* if it is a player casting the spell, and they are really casting it
1034 * (vs it coming from a wand, scroll, or whatever else), do some 981 * (vs it coming from a wand, scroll, or whatever else), do some
1035 * checks. We let monsters do special things - eg, they 982 * checks. We let monsters do special things - eg, they
1036 * don't need the skill, bypass level checks, etc. The monster function 983 * don't need the skill, bypass level checks, etc. The monster function
1037 * should take care of that. 984 * should take care of that.
1038 * Remove the wiz check here and move it further down - some spells 985 * Remove the wiz check here and move it further down - some spells
1039 * need to have the right skill pointer passed, so we need to 986 * need to have the right skill pointer passed, so we need to
1040 * at least process that code. 987 * at least process that code.
1041 */ 988 */
1042 if (op->type == PLAYER && op == caster) { 989 if (op->type == PLAYER && op == caster)
990 {
1043 cast_level = caster_level(caster, spell_ob); 991 cast_level = caster_level (caster, spell_ob);
992
1044 if (spell_ob->skill) { 993 if (spell_ob->skill)
994 {
1045 skill = find_skill_by_name(op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
996
1046 if (!skill) { 997 if (!skill)
1047 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1048 spell_ob->skill, spell_ob->name);
1049 return 0;
1050 }
1051 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1052 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1053 return 0;
1054 }
1055 }
1056 /* If the caster is the wiz, they don't ever fail, and don't have
1057 * to have sufficient grace/mana.
1058 */
1059 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1060 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1061 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1062 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1063 return 0;
1064 }
1065 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1066 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1067 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1068 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1069 new_draw_info_format(NDI_UNIQUE, 0,op,
1070 "%s grants your prayer, though you are unworthy.",godname);
1071 }
1072 else {
1073 prayer_failure(op,op->stats.grace,
1074 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1075 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1076 return 0;
1077 }
1078 }
1079
1080 /* player/monster is trying to cast the spell. might fumble it */
1081 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1082 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1084 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1085 if (settings.casting_time == TRUE) {
1086 op->casting_time = -1;
1087 }
1088 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1089 return 0;
1090 } else if (spell_ob->stats.sp) {
1091 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1092 op->contr->encumbrance +op->level - spell_ob->level +35;
1093
1094 if( failure < 0) {
1095 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1096 if (settings.spell_failure_effects == TRUE)
1097 spell_failure(op,failure,
1098 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1099 skill);
1100 op->contr->shoottype = (rangetype) old_shoottype;
1101 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1102 return 0;
1103 }
1104 }
1105 }
1106 }
1107
1108 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1109
1110 /* See if we can cast a spell here. If the caster and op are
1111 * not alive, then this would mean that the mapmaker put the
1112 * objects on the space - presume that they know what they are
1113 * doing.
1114 */
1115 if (spell_ob->type == SPELL
1116 && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1117 && !QUERY_FLAG(op, FLAG_WIZCAST)
1118 && (QUERY_FLAG(caster, FLAG_ALIVE)
1119 || QUERY_FLAG(op, FLAG_ALIVE))
1120 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1121 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1122 {
1123 if (op->type!=PLAYER)
1124 return 0;
1125
1126 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1127 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1128 else if (mflags & P_SAFE)
1129 new_draw_info(NDI_UNIQUE, 0,op,
1130 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1131 else
1132 switch(op->contr->shoottype)
1133 { 998 {
1134 case range_magic: 999 op->failmsg (format ("You need the skill %s to cast %s! "
1135 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 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));
1136 break; 1003 return 0;
1137 case range_misc:
1138 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1139 break;
1140 case range_golem:
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1142 break;
1143 default:
1144 break;
1145 } 1004 }
1146 return 0; 1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1009 {
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));
1013 return 0;
1014 }
1147 } 1015 }
1148 1016
1149 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1017 /* If the caster is the wiz, they don't ever fail, and don't have
1150 if (op->casting_time==-1) { /* begin the casting */ 1018 * to have sufficient grace/mana.
1151 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1152 op->spell = spell_ob;
1153 /* put the stringarg into the object struct so that when the
1154 * spell is actually cast, it knows about the stringarg.
1155 * necessary for the invoke command spells.
1156 */ 1019 */
1157 if(stringarg) { 1020 if (!QUERY_FLAG (op, FLAG_WIZ))
1158 op->spellarg = strdup_local(stringarg); 1021 {
1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1024 {
1025 op->failmsg ("You don't have enough mana!");
1026 return 0;
1027 }
1028
1029 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1030 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1031 {
1032 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1033 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1034 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1035 else
1036 {
1037 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1038 op->failmsg (format ("%s ignores your prayer.", godname));
1039 return 0;
1040 }
1041 }
1042
1043 /* player/monster is trying to cast the spell. might fumble it */
1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1046 {
1047 op->contr->play_sound (sound_find ("fumble_spell"));
1048 op->failmsg ("You fumble the prayer.");
1049
1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1051 return 0;
1052 }
1053 else if (spell_ob->stats.sp)
1054 {
1055 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1056
1057 if (failure < 0)
1058 {
1059 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1060 if (settings.spell_failure_effects == TRUE)
1061 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1062
1063 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1064 return 0;
1065 }
1066 }
1067 }
1159 } 1068 }
1160 else op->spellarg=NULL; 1069
1070 int mflags = op->ms ().flags ();
1071
1072 /* See if we can cast a spell here. If the caster and op are
1073 * not alive, then this would mean that the mapmaker put the
1074 * objects on the space - presume that they know what they are
1075 * doing.
1076 */
1077
1078 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1079 {
1080 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1161 return 0; 1081 return 0;
1162 } 1082 }
1163 else if (op->casting_time != 0) { 1083
1084 if ((spell_ob->type == SPELL)
1085 && (caster->type != POTION)
1086 && !QUERY_FLAG (op, FLAG_WIZCAST)
1087 && (QUERY_FLAG (caster, FLAG_ALIVE)
1088 || QUERY_FLAG (op, FLAG_ALIVE))
1089 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1090 {
1164 if (op->type == PLAYER ) 1091 if (op->type != PLAYER)
1165 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1092 return 0;
1093
1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1095 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1096 else if (object *item = op->contr->ranged_ob)
1097 {
1098 if (item->type == SPELL)
1099 op->failmsg ("Something blocks your spellcasting.");
1100 else if (item->type == SCROLL)
1101 op->failmsg ("Something blocks the magic of your scroll.");
1102 else
1103 op->failmsg ("Something blocks the magic of your item.");
1104 }
1105 else
1106 op->failmsg ("Something blocks the spell!");
1107
1166 return 0; 1108 return 0;
1167 } else { /* casting_time == 0 */ 1109 }
1168 op->casting_time = -1; 1110
1169 spell_ob = op->spell;
1170 stringarg = op->spellarg;
1171 }
1172 } else {
1173 /* Take into account how long it takes to cast the spell. 1111 /* Take into account how long it takes to cast the spell.
1174 * 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
1175 * the spell object. If it is a spell object, have it 1113 * the spell object. If it is a spell object, have it
1176 * take two ticks. Things that cast spells on the players 1114 * take two ticks. Things that cast spells on the players
1177 * behalf (eg, altars, and whatever else) shouldn't cost 1115 * behalf (eg, altars, and whatever else) shouldn't cost
1178 * the player any time. 1116 * the player any time.
1179 * Ignore casting time for firewalls 1117 * Ignore casting time for firewalls
1180 */ 1118 */
1181 if (caster == op && caster->type != FIREWALL) { 1119 if (caster == op && caster->type != FIREWALL)
1120 {
1182 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1121 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1183 /* Other portions of the code may also decrement the speed of the player, so 1122 /* Other portions of the code may also decrement the speed of the player, so
1184 * put a lower limit so that the player isn't stuck here too long 1123 * put a lower limit so that the player isn't stuck here too long
1185 */ 1124 */
1186 if ((spell_ob->casting_time > 0) &&
1187 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))
1188 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);
1189 } else if (caster->type == WAND || caster->type == HORN || 1127 }
1190 caster->type == ROD || caster->type == POTION || 1128 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1191 caster->type == SCROLL) {
1192 op->speed_left -= 2 * FABS(op->speed); 1129 op->speed_left -= 2 * FABS (op->speed);
1193 }
1194 }
1195 1130
1196 if (op->type == PLAYER && op == caster) { 1131 if (op->type == PLAYER && op == caster)
1132 {
1197 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);
1198 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);
1199 } 1135 }
1200 1136
1201 /* We want to try to find the skill to properly credit exp. 1137 /* We want to try to find the skill to properly credit exp.
1202 * for spell casting objects, the exp goes to the skill the casting 1138 * for spell casting objects, the exp goes to the skill the casting
1203 * object requires. 1139 * object requires.
1204 */ 1140 */
1205 if (op != caster && !skill && caster->skill) { 1141 if (op != caster && !skill && caster->skill)
1142 {
1206 skill = find_skill_by_name(op, caster->skill); 1143 skill = find_skill_by_name (op, caster->skill);
1207 if (!skill) { 1144 if (!skill)
1208 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1145 {
1209 caster->skill, query_name(caster)); 1146 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1210 return 0; 1147 return 0;
1211 } 1148 }
1149
1212 change_skill(op, skill, 0); /* needed for proper exp credit */ 1150 op->change_skill (skill); /* needed for proper exp credit */
1213 } 1151 }
1214 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);
1155
1215 switch(spell_ob->subtype) { 1156 switch (spell_ob->subtype)
1157 {
1216 /* 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
1217 * in in spells.h. 1159 * in in spells.h.
1218 */ 1160 */
1219 case SP_RAISE_DEAD: 1161 case SP_RAISE_DEAD:
1220 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1221 break; 1163 break;
1222 1164
1223 case SP_RUNE: 1165 case SP_RUNE:
1224 success = write_rune(op,caster, spell_ob, dir,stringarg); 1166 success = write_rune (op, caster, spell_ob, dir, stringarg);
1225 break; 1167 break;
1226 1168
1227 case SP_MAKE_MARK: 1169 case SP_MAKE_MARK:
1228 success = write_mark(op, spell_ob, stringarg); 1170 success = write_mark (op, spell_ob, stringarg);
1229 break; 1171 break;
1230 1172
1231 case SP_BOLT: 1173 case SP_BOLT:
1232 success = fire_bolt(op,caster,dir,spell_ob,skill); 1174 success = fire_bolt (op, caster, dir, spell_ob, skill);
1233 break; 1175 break;
1234 1176
1235 case SP_BULLET: 1177 case SP_BULLET:
1236 success = fire_bullet(op, caster, dir, spell_ob); 1178 success = fire_bullet (op, caster, dir, spell_ob);
1237 break; 1179 break;
1238 1180
1239 case SP_CONE: 1181 case SP_CONE:
1240 success = cast_cone(op, caster, dir, spell_ob); 1182 success = cast_cone (op, caster, dir, spell_ob);
1241 break; 1183 break;
1242 1184
1243 case SP_BOMB: 1185 case SP_BOMB:
1244 success = create_bomb(op,caster,dir, spell_ob); 1186 success = create_bomb (op, caster, dir, spell_ob);
1245 break; 1187 break;
1246 1188
1247 case SP_WONDER: 1189 case SP_WONDER:
1248 success = cast_wonder(op,caster, dir,spell_ob); 1190 success = cast_wonder (op, caster, dir, spell_ob);
1249 break; 1191 break;
1250 1192
1251 case SP_SMITE: 1193 case SP_SMITE:
1252 success = cast_smite_spell(op,caster, dir,spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1253 break; 1195 break;
1254 1196
1255 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1256 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1257 op->y + freearr_y[dir], dir, spell_ob);
1258 break; 1199 break;
1259 1200
1260 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1261 success = summon_golem(op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1262 old_shoottype = range_golem;
1263 break; 1203 break;
1264 1204
1265 case SP_DIMENSION_DOOR: 1205 case SP_DIMENSION_DOOR:
1266 /* dimension door needs the actual caster, because that is what is 1206 /* dimension door needs the actual caster, because that is what is
1267 * moved. 1207 * moved.
1268 */ 1208 */
1269 success = dimension_door(op,caster, spell_ob, dir); 1209 success = dimension_door (op, caster, spell_ob, dir);
1270 break; 1210 break;
1271 1211
1272 case SP_MAGIC_MAPPING: 1212 case SP_MAGIC_MAPPING:
1273 if(op->type==PLAYER) { 1213 if (op->type == PLAYER)
1214 {
1274 spell_effect(spell_ob, op->x, op->y, op->map, op); 1215 spell_effect (spell_ob, op->x, op->y, op->map, op);
1275 draw_magic_map(op); 1216 draw_magic_map (op);
1276 success=1; 1217 success = 1;
1277 } 1218 }
1278 else success=0; 1219 else
1220 success = 0;
1279 break; 1221 break;
1280 1222
1281 case SP_MAGIC_WALL: 1223 case SP_MAGIC_WALL:
1282 success = magic_wall(op,caster,dir,spell_ob); 1224 success = magic_wall (op, caster, dir, spell_ob);
1283 break; 1225 break;
1284 1226
1285 case SP_DESTRUCTION: 1227 case SP_DESTRUCTION:
1286 success = cast_destruction(op,caster,spell_ob); 1228 success = cast_destruction (op, caster, spell_ob);
1287 break; 1229 break;
1288 1230
1289 case SP_PERCEIVE_SELF: 1231 case SP_PERCEIVE_SELF:
1290 success = perceive_self(op); 1232 success = perceive_self (op);
1291 break; 1233 break;
1292 1234
1293 case SP_WORD_OF_RECALL: 1235 case SP_WORD_OF_RECALL:
1294 success = cast_word_of_recall(op,caster,spell_ob); 1236 success = cast_word_of_recall (op, caster, spell_ob);
1295 break; 1237 break;
1296 1238
1297 case SP_INVISIBLE: 1239 case SP_INVISIBLE:
1298 success = cast_invisible(op,caster,spell_ob); 1240 success = cast_invisible (op, caster, spell_ob);
1299 break; 1241 break;
1300 1242
1301 case SP_PROBE: 1243 case SP_PROBE:
1302 success = probe(op,caster, spell_ob, dir); 1244 success = probe (op, caster, spell_ob, dir);
1303 break; 1245 break;
1304 1246
1305 case SP_HEALING: 1247 case SP_HEALING:
1306 success = cast_heal(op,caster, spell_ob, dir); 1248 success = cast_heal (op, caster, spell_ob, dir);
1307 break; 1249 break;
1308 1250
1309 case SP_CREATE_FOOD: 1251 case SP_CREATE_FOOD:
1310 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1252 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1311 break; 1253 break;
1312 1254
1313 case SP_EARTH_TO_DUST: 1255 case SP_EARTH_TO_DUST:
1314 success = cast_earth_to_dust(op,caster,spell_ob); 1256 success = cast_earth_to_dust (op, caster, spell_ob);
1315 break; 1257 break;
1316 1258
1317 case SP_CHANGE_ABILITY: 1259 case SP_CHANGE_ABILITY:
1318 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1260 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1319 break; 1261 break;
1320 1262
1321 case SP_BLESS: 1263 case SP_BLESS:
1322 success = cast_bless(op,caster,spell_ob, dir); 1264 success = cast_bless (op, caster, spell_ob, dir);
1323 break; 1265 break;
1324 1266
1325 case SP_CURSE: 1267 case SP_CURSE:
1326 success = cast_curse(op,caster,spell_ob, dir); 1268 success = cast_curse (op, caster, spell_ob, dir);
1327 break; 1269 break;
1328 1270
1329 case SP_SUMMON_MONSTER: 1271 case SP_SUMMON_MONSTER:
1330 success = summon_object(op,caster,spell_ob, dir,stringarg); 1272 success = summon_object (op, caster, spell_ob, dir, stringarg);
1331 break; 1273 break;
1332 1274
1333 case SP_CHARGING: 1275 case SP_CHARGING:
1334 success = recharge(op, caster, spell_ob); 1276 success = recharge (op, caster, spell_ob);
1335 break; 1277 break;
1336 1278
1337 case SP_POLYMORPH: 1279 case SP_POLYMORPH:
1338#ifdef NO_POLYMORPH 1280#ifdef NO_POLYMORPH
1339 /* 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
1340 * 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
1341 * it was disabled), they get some feedback. 1283 * it was disabled), they get some feedback.
1342 */ 1284 */
1343 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1285 op->failmsg ("The spell fizzles!");
1344 success = 0; 1286 success = 0;
1345#else 1287#else
1346 success = cast_polymorph(op,caster,spell_ob, dir); 1288 success = cast_polymorph (op, caster, spell_ob, dir);
1347#endif 1289#endif
1348 break; 1290 break;
1349 1291
1350 case SP_ALCHEMY: 1292 case SP_ALCHEMY:
1351 success = alchemy(op, caster, spell_ob); 1293 success = alchemy (op, caster, spell_ob);
1352 break; 1294 break;
1353 1295
1354 case SP_REMOVE_CURSE: 1296 case SP_REMOVE_CURSE:
1355 success = remove_curse(op, caster, spell_ob); 1297 success = remove_curse (op, caster, spell_ob);
1356 break; 1298 break;
1357 1299
1358 case SP_IDENTIFY: 1300 case SP_IDENTIFY:
1359 success = cast_identify(op, caster, spell_ob); 1301 success = cast_identify (op, caster, spell_ob);
1360 break; 1302 break;
1361 1303
1362 case SP_DETECTION: 1304 case SP_DETECTION:
1363 success = cast_detection(op, caster, spell_ob, skill); 1305 success = cast_detection (op, caster, spell_ob, skill);
1364 break; 1306 break;
1365 1307
1366 case SP_MOOD_CHANGE: 1308 case SP_MOOD_CHANGE:
1367 success = mood_change(op, caster, spell_ob); 1309 success = mood_change (op, caster, spell_ob);
1368 break; 1310 break;
1369 1311
1370 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1371 if (spell_ob->path_repelled &&
1372 (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)
1373 new_draw_info_format(NDI_UNIQUE, 0, op, 1314 {
1374 "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));
1375 success = 0; 1316 success = 0;
1376 } else 1317 }
1377 success = fire_arch_from_position(op,caster, 1318 else
1378 op->x + freearr_x[dir], op->y + freearr_y[dir], 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1379 dir, spell_ob);
1380 break; 1320 break;
1381 1321
1382 case SP_SWARM: 1322 case SP_SWARM:
1383 success = fire_swarm(op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1384 break; 1324 break;
1385 1325
1386 case SP_CHANGE_MANA: 1326 case SP_CHANGE_MANA:
1387 success = cast_transfer(op,caster, spell_ob, dir); 1327 success = cast_transfer (op, caster, spell_ob, dir);
1388 break; 1328 break;
1389 1329
1390 case SP_DISPEL_RUNE: 1330 case SP_DISPEL_RUNE:
1391 /* in rune.c */ 1331 /* in rune.c */
1392 success = dispel_rune(op,caster, spell_ob, skill, dir); 1332 success = dispel_rune (op, caster, spell_ob, skill, dir);
1393 break; 1333 break;
1394 1334
1395 case SP_CREATE_MISSILE: 1335 case SP_CREATE_MISSILE:
1396 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1336 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1397 break; 1337 break;
1398 1338
1399 case SP_CONSECRATE: 1339 case SP_CONSECRATE:
1400 success = cast_consecrate(op, caster, spell_ob); 1340 success = cast_consecrate (op, caster, spell_ob);
1401 break; 1341 break;
1402 1342
1403 case SP_ANIMATE_WEAPON: 1343 case SP_ANIMATE_WEAPON:
1404 success = animate_weapon(op, caster, spell_ob, dir); 1344 success = animate_weapon (op, caster, spell_ob, dir);
1405 old_shoottype = range_golem;
1406 break; 1345 break;
1407 1346
1408 case SP_LIGHT: 1347 case SP_LIGHT:
1409 success = cast_light(op, caster, spell_ob, dir); 1348 success = cast_light (op, caster, spell_ob, dir);
1410 break; 1349 break;
1411 1350
1412 case SP_CHANGE_MAP_LIGHT: 1351 case SP_CHANGE_MAP_LIGHT:
1413 success = cast_change_map_lightlevel(op, caster, spell_ob); 1352 success = cast_change_map_lightlevel (op, caster, spell_ob);
1414 break; 1353 break;
1415 1354
1416 case SP_FAERY_FIRE: 1355 case SP_FAERY_FIRE:
1417 success = cast_destruction(op,caster,spell_ob); 1356 success = cast_destruction (op, caster, spell_ob);
1418 break; 1357 break;
1419 1358
1420 case SP_CAUSE_DISEASE: 1359 case SP_CAUSE_DISEASE:
1421 success = cast_cause_disease(op, caster, spell_ob, dir); 1360 success = cast_cause_disease (op, caster, spell_ob, dir);
1422 break; 1361 break;
1423 1362
1424 case SP_AURA: 1363 case SP_AURA:
1425 success = create_aura(op, caster, spell_ob); 1364 success = create_aura (op, caster, spell_ob);
1426 break; 1365 break;
1427 1366
1428 case SP_TOWN_PORTAL:
1429 success= cast_create_town_portal (op,caster,spell_ob, dir);
1430 break;
1431
1432 case SP_PARTY_SPELL: 1367 case SP_PARTY_SPELL:
1433 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1368 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1434 break; 1369 break;
1435 1370
1436 default: 1371 default:
1437 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1438 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1373 }
1374
1375 op->play_sound (
1376 success
1377 ? spell_ob->sound
1439 spell_ob->subtype); 1378 ? spell_ob->sound
1379 : sound_find ("spell_success")
1380 : sound_find ("fumble_spell")
1381 );
1440 1382
1441
1442 }
1443
1444 /* FIXME - we need some better sound suppport */
1445 // yes, for example, augment map info with the spell effect
1446 // so clients can calculate the sounds themselves
1447 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1448
1449 /* free the spell arg */
1450 if(settings.casting_time == TRUE && stringarg) {
1451 free(stringarg);
1452 stringarg=NULL;
1453 }
1454 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1455 * to something like use_magic_item, but you really want to be able to fire
1456 * it again.
1457 */
1458 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1459
1460 return success; 1383 return success;
1461} 1384}
1462 1385
1463
1464/* This is called from time.c/process_object(). That function 1386/* This is called from time.c/process_object(). That function
1465 * calls this for any SPELL_EFFECT type objects. This function 1387 * calls this for any SPELL_EFFECT type objects. This function
1466 * then dispatches them to the appropriate specific routines. 1388 * then dispatches them to the appropriate specific routines.
1467 */ 1389 */
1390void
1468void move_spell_effect(object *op) { 1391move_spell_effect (object *op)
1469 1392{
1470 switch (op->subtype) { 1393 switch (op->subtype)
1394 {
1471 case SP_BOLT: 1395 case SP_BOLT:
1472 move_bolt(op); 1396 move_bolt (op);
1473 break; 1397 break;
1474 1398
1475 case SP_BULLET: 1399 case SP_BULLET:
1476 move_bullet(op); 1400 move_bullet (op);
1477 break; 1401 break;
1478 1402
1479 case SP_EXPLOSION: 1403 case SP_EXPLOSION:
1480 explosion(op); 1404 explosion (op);
1481 break; 1405 break;
1482 1406
1483 case SP_CONE: 1407 case SP_CONE:
1484 move_cone(op); 1408 move_cone (op);
1485 break; 1409 break;
1486 1410
1487 case SP_BOMB: 1411 case SP_BOMB:
1488 animate_bomb(op); 1412 animate_bomb (op);
1489 break; 1413 break;
1490 1414
1491 case SP_MAGIC_MISSILE: 1415 case SP_MAGIC_MISSILE:
1492 move_missile(op); 1416 move_missile (op);
1493 break; 1417 break;
1494 1418
1495 case SP_WORD_OF_RECALL: 1419 case SP_WORD_OF_RECALL:
1496 execute_word_of_recall(op); 1420 execute_word_of_recall (op);
1497 break; 1421 break;
1498 1422
1499 case SP_MOVING_BALL: 1423 case SP_MOVING_BALL:
1500 move_ball_spell(op); 1424 move_ball_spell (op);
1501 break; 1425 break;
1502 1426
1503 case SP_SWARM: 1427 case SP_SWARM:
1504 move_swarm_spell(op); 1428 move_swarm_spell (op);
1505 break; 1429 break;
1506 1430
1507 case SP_AURA: 1431 case SP_AURA:
1508 move_aura(op); 1432 move_aura (op);
1509 break; 1433 break;
1510
1511 } 1434 }
1512} 1435}
1513 1436
1514/* this checks to see if something special should happen if 1437/* this checks to see if something special should happen if
1515 * something runs into the object. 1438 * something runs into the object.
1516 */ 1439 */
1440void
1517void check_spell_effect(object *op) { 1441check_spell_effect (object *op)
1518 1442{
1519 switch (op->subtype) { 1443 switch (op->subtype)
1444 {
1520 case SP_BOLT: 1445 case SP_BOLT:
1521 move_bolt(op); 1446 move_bolt (op);
1522 return; 1447 return;
1523 1448
1524 case SP_BULLET: 1449 case SP_BULLET:
1525 check_bullet(op); 1450 check_bullet (op);
1526 return; 1451 return;
1527 } 1452 }
1528
1529} 1453}
1530 1454
1531/* This is called by move_apply. Basically, if someone 1455/* This is called by move_apply. Basically, if someone
1532 * moves onto a spell effect and the walk_on or fly_on flags 1456 * moves onto a spell effect and the walk_on or fly_on flags
1533 * are set, this is called. This should only be called for 1457 * are set, this is called. This should only be called for
1534 * objects of the appropraite type. 1458 * objects of the appropraite type.
1535 */ 1459 */
1460void
1536void apply_spell_effect(object *spell, object *victim) 1461apply_spell_effect (object *spell, object *victim)
1537{ 1462{
1538 switch (spell->subtype) { 1463 switch (spell->subtype)
1464 {
1539 case SP_CONE: 1465 case SP_CONE:
1540 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1466 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1541 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1542 break; 1468 break;
1543 1469
1544 case SP_MAGIC_MISSILE: 1470 case SP_MAGIC_MISSILE:
1545 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1546 tag_t spell_tag = spell->count;
1547 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1548 if ( ! was_destroyed (spell, spell_tag)) {
1549 remove_ob (spell);
1550 free_object (spell);
1551 }
1552 }
1553 break;
1554
1555 case SP_MOVING_BALL:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1472 {
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474
1475 if (!spell->destroyed ())
1476 spell->destroy ();
1477 }
1478 break;
1479
1480 case SP_MOVING_BALL:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE))
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1558 else if (victim->material || victim->materialname) 1483 else if (victim->materialname)
1559 save_throw_object (victim, spell->attacktype, spell); 1484 save_throw_object (victim, spell->attacktype, spell);
1560 break; 1485 break;
1561 } 1486 }
1562} 1487}
1488

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