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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.11 by root, Sun Sep 10 15:59:58 2006 UTC vs.
Revision 1.75 by root, Mon Jul 14 00:04:57 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_util.C,v 1.11 2006/09/10 15:59:58 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 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
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 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,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 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
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30
31 23
32#include <global.h> 24#include <global.h>
33#include <spells.h> 25#include <spells.h>
34#include <object.h> 26#include <object.h>
35#include <errno.h> 27#include <errno.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 28#include <sproto.h>
38#endif
39#include <sounds.h> 29#include <sounds.h>
40 30
41extern char *spell_mapping[]; 31extern char *spell_mapping[];
42 32
43/* 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
87 dest->skill = spob->skill; 77 dest->skill = spob->skill;
88 else 78 else
89 dest->skill = caster->skill; 79 dest->skill = caster->skill;
90} 80}
91 81
92/* init_spells: This should really be called check_spells, as that
93 * is what it does. It goes through the spells looking for any
94 * obvious errors. This was most useful in debugging when re-doing
95 * all the spells to catch simple errors. To use it all the time
96 * will result in it spitting out messages that aren't really errors.
97 */
98void
99init_spells (void)
100{
101#ifdef SPELL_DEBUG
102 static int init_spells_done = 0;
103 int i;
104 archetype *at;
105
106 if (init_spells_done)
107 return;
108 LOG (llevDebug, "Checking spells...\n");
109
110 for (at = first_archetype; at; at = at->next)
111 {
112 if (at->clone.type == SPELL)
113 {
114 if (at->clone.skill)
115 {
116 for (i = 1; i < NUM_SKILLS; i++)
117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
119 if (i == NUM_SKILLS)
120 {
121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
122 }
123 }
124 /* other_arch is already checked for in the loader */
125 }
126 }
127
128 i = 0;
129 while (spell_mapping[i])
130 {
131 if (!find_archetype (spell_mapping[i]))
132 {
133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134 }
135 i++;
136 }
137 LOG (llevDebug, "Checking spells completed.\n");
138#endif
139}
140
141/* Dumps all the spells - now also dumps skill associated with the spell.
142 * not sure what this would be used for, as the data seems pretty
143 * minimal, but easy enough to keep around.
144 */
145void
146dump_spells (void)
147{
148 archetype *at;
149
150 for (at = first_archetype; at; at = at->next)
151 {
152 if (at->clone.type == SPELL)
153 {
154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
156 }
157 }
158}
159
160/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
161 * 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
162 */ 84 */
163
164void 85void
165spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
166{ 87{
167
168 if (spob->other_arch != NULL) 88 if (spob->other_arch)
169 { 89 map->insert (arch_to_object (spob->other_arch), x, y, originator);
170 object *effect = arch_to_object (spob->other_arch);
171
172 effect->x = x;
173 effect->y = y;
174
175 insert_ob_in_map (effect, map, originator, 0);
176 }
177} 90}
178 91
179/* 92/*
180 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
181 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
182 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
183 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
184 * 97 *
185 * caster is person casting hte spell. 98 * caster is person casting the spell.
186 * spell is the spell object. 99 * spell is the spell object.
187 * Returns modified level. 100 * Returns modified level.
188 */ 101 */
189int 102int
190min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
191{ 104{
192 int new_level;
193
194 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
195 {
196 /* This case is not a bug, just the fact that this function is
197 * usually called BEFORE checking for path_deny. -AV
198 */
199#if 0
200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
201#endif
202 return 1; 106 return 1;
203 } 107
204 new_level = spell->level 108 int new_level = spell->level
205 + ((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)
206 return (new_level < 1) ? 1 : new_level; 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
207}
208 111
112 return max (1, new_level);
113}
209 114
210/* This function returns the effective level the spell 115/* This function returns the effective level the spell
211 * is being cast at. 116 * is being cast at.
212 * 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.
213 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
214 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
215 */ 120 */
216
217int 121int
218caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
219{ 123{
220 int level = caster->level; 124 int level = caster->level;
221 125
222 /* If this is a player, try to find the matching skill */
223 if (caster->type == PLAYER && spell->skill)
224 {
225 int i;
226
227 for (i = 0; i < NUM_SKILLS; i++)
228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
229 {
230 level = caster->contr->last_skill_ob[i]->level;
231 break;
232 }
233 }
234
235 /* 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. */
236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
237 { 128 {
238 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);
239 int sk_level = skill ? skill->level : 1; 130 int sk_level = skill ? skill->level : 1;
240 131
241 level = MIN (level, sk_level + level / 10 + 1); 132 level = min (level, sk_level + level / 10 + 1);
242 } 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 }
243 141
244 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
245 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;
246 145
247 /* 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
248 * errors in various places. 147 * errors in various places.
249 */ 148 */
250 if (level < 1)
251 level = 1;
252 return level; 149 return max (level, 1);
253} 150}
254 151
255/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
256 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
257 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
296 else 193 else
297 { 194 {
298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
299 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
300 sp = 1; 197 sp = 1;
198
301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
302 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
303 grace = 1; 201 grace = 1;
304 } 202 }
203
305 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
306 return MAX (sp, grace); 205 return MAX (sp, grace);
307 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
308 return grace; 207 return grace;
309 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
313 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);
314 return 0; 213 return 0;
315 } 214 }
316} 215}
317 216
318
319/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
320 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
321 */ 219 */
322int 220int
323SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
324{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
325 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
327
328 if (adj < 0)
329 adj = 0;
330 if (spob->dam_modifier)
331 adj /= spob->dam_modifier;
332 else
333 adj = 0;
334 return adj;
335} 228}
336 229
337/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
338 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
339 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
340 */ 233 */
341int 234int
342SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
343{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
344 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
345 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
346
347 if (adj < 0)
348 adj = 0;
349 if (spob->duration_modifier)
350 adj /= spob->duration_modifier;
351 else
352 adj = 0;
353
354 return adj;
355} 242}
356 243
357/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
358 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
359 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
360 */ 247 */
361int 248int
362SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
363{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
364 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
365 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
366
367 if (adj < 0)
368 adj = 0;
369 if (spob->range_modifier)
370 adj /= spob->range_modifier;
371 else
372 adj = 0;
373
374 return adj;
375} 256}
376 257
377/* 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
378 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
379 * 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.
380 */ 261 */
381object * 262object *
382check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
383{ 264{
384 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
385 267
386 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
387 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
388 return spop; 270 return spop;
389 271
390 return NULL; 272 return 0;
391} 273}
392 274
393 275
394/* 276/*
395 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
451 * reflect_spell fails.) 333 * reflect_spell fails.)
452 * Caller should be sure it passes us valid map coordinates 334 * Caller should be sure it passes us valid map coordinates
453 * eg, updated for tiled maps. 335 * eg, updated for tiled maps.
454 */ 336 */
455int 337int
456reflwall (mapstruct *m, int x, int y, object *sp_op) 338reflwall (maptile *m, int x, int y, object *sp_op)
457{ 339{
458 object *op; 340 object *op;
459 341
460 if (OUT_OF_REAL_MAP (m, x, y)) 342 if (OUT_OF_REAL_MAP (m, x, y))
461 return 0; 343 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 345 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 346 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1; 348 return 1;
466 349
467 return 0; 350 return 0;
468} 351}
469 352
475 * in. 358 * in.
476 */ 359 */
477int 360int
478cast_create_obj (object *op, object *caster, object *new_op, int dir) 361cast_create_obj (object *op, object *caster, object *new_op, int dir)
479{ 362{
480 mapstruct *m; 363 maptile *m;
481 sint16 sx, sy; 364 sint16 sx, sy;
482 365
483 if (dir && 366 if (dir &&
484 ((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) ||
485 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))))
486 { 369 {
487 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.");
488 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.");
489 dir = 0; 372 dir = 0;
490 } 373 }
491 new_op->x = op->x + freearr_x[dir]; 374
492 new_op->y = op->y + freearr_y[dir]; 375 SET_FLAG (new_op, FLAG_IDENTIFIED);
493 if (dir == 0) 376 op->map->insert (new_op,
494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
495 else 378 op,
496 insert_ob_in_map (new_op, op->map, op, 0); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
380
497 return dir; 381 return dir;
498} 382}
499 383
500/* 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.
501 * immune_stop is basically the attacktype of the spell (why 385 * immune_stop is basically the attacktype of the spell (why
503 * has the AT_MAGIC bit set, and there is a counterwall 387 * has the AT_MAGIC bit set, and there is a counterwall
504 * 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
505 * 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.
506 * 390 *
507 */ 391 */
508
509int 392int
510ok_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)
511{ 394{
512 object *tmp; 395 if (!xy_normalise (m, x, y))
513 int mflags;
514 mapstruct *mp;
515
516 mp = m;
517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
518
519 if (mflags & P_OUT_OF_MAP)
520 return 0; 396 return 0;
521 397
522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 398 mapspace &ms = m->at (x, y);
399 ms.update ();
400
401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
523 return 0; 402 return 0;
524 403
525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 { 405 {
527 /* If there is a counterspell on the space, and this 406 /* If there is a counterspell on the space, and this
528 * object is using magic, don't progress. I believe we could 407 * object is using magic, don't progress. I believe we could
529 * leave this out and let in progress, and other areas of the code 408 * leave this out and let in progress, and other areas of the code
530 * will then remove it, but that would seem to to use more 409 * will then remove it, but that would seem to to use more
531 * resources, and may not work as well if a player is standing 410 * resources, and may not work as well if a player is standing
532 * on top of a counterwall spell (may hit the player before being 411 * on top of a counterwall spell (may hit the player before being
533 * removed.) On the other hand, it may be more dramatic for the 412 * removed.) On the other hand, it may be more dramatic for the
534 * spell to actually hit the counterwall and be sucked up. 413 * spell to actually hit the counterwall and be sucked up.
535 */ 414 */
536 if ((tmp->attacktype & AT_COUNTERSPELL) && 415 if ((tmp->attacktype & AT_COUNTERSPELL)
537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 416 && !QUERY_FLAG (tmp, FLAG_MONSTER)
538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 417 && (tmp->type != PLAYER)
418 && (tmp->type != WEAPON)
419 && (tmp->type != BOW)
420 && (tmp->type != ARROW)
421 && (tmp->type != GOLEM)
422 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
423 // we special case floor here because there
424 // are sometimes spell effect floors
425 // which are used to inflict damage
426 // (and those shouldn't go away from
427 // sanctuary) see also: permanent lava
428 && (immune_stop & AT_MAGIC))
539 return 0; 429 return 0;
540 430
541 /* This is to prevent 'out of control' spells. Basically, this 431 /* This is to prevent 'out of control' spells. Basically, this
542 * limits one spell effect per space per spell. This is definately 432 * limits one spell effect per space per spell. This is definately
543 * needed for performance reasons, and just for playability I believe. 433 * needed for performance reasons, and just for playability I believe.
550 /* 440 /*
551 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
552 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
553 * playability reasons. 443 * playability reasons.
554 */ 444 */
555 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
556 && tmp->type == op->type 446 && tmp->type == op->type
557 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
448 && tmp->owner == op->owner
558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
559 { 450 {
560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 451 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
561 tmp->range = MAX (tmp->range, op->range); 452 tmp->range = MAX (tmp->range, op->range);
562 tmp->duration = MAX (tmp->duration, op->duration); 453 tmp->duration = MAX (tmp->duration, op->duration);
563 return 0; 454 return 0;
565 456
566 /* Perhaps we should also put checks in for no magic and unholy 457 /* Perhaps we should also put checks in for no magic and unholy
567 * ground to prevent it from moving along? 458 * ground to prevent it from moving along?
568 */ 459 */
569 } 460 }
461
570 /* If it passes the above tests, it must be OK */ 462 /* If it passes the above tests, it must be OK */
571 return 1; 463 return 1;
572} 464}
573 465
574/* fire_arch_from_position: fires an archetype. 466/* fire_arch_from_position: fires an archetype.
579 * dir: direction to fire in. 471 * dir: direction to fire in.
580 * spell: spell that is being fired. It uses other_arch for the archetype 472 * spell: spell that is being fired. It uses other_arch for the archetype
581 * to fire. 473 * to fire.
582 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
583 */ 475 */
584
585int 476int
586fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 477fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
587{ 478{
588 object *tmp;
589 int mflags;
590 mapstruct *m;
591
592 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
593 return 0; 480 return 0;
594 481
595 m = op->map; 482 object *tmp = spell->other_arch->instance ();
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601 483
602 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
603
604 if (tmp == NULL)
605 return 0; 485 return 0;
606
607 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
610 free_object (tmp);
611 return 0;
612 }
613
614
615 486
616 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 487 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* code in time.c uses food for some things, duration for others */ 489 /* code in time.c uses food for some things, duration for others */
619 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir; 493 tmp->direction = dir;
625 if (get_owner (op) != NULL) 494 tmp->set_owner (op);
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
631 497
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
636 return 0; 501 return 0;
637 } 502
638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
639 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
640 505
641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
642 return 1;
643
644 move_spell_effect (tmp); 507 move_spell_effect (tmp);
645 508
646 return 1; 509 return 1;
647} 510}
648
649
650 511
651/***************************************************************************** 512/*****************************************************************************
652 * 513 *
653 * Code related to rods - perhaps better located in another file? 514 * Code related to rods - perhaps better located in another file?
654 * 515 *
655 ****************************************************************************/ 516 ****************************************************************************/
656
657void 517void
658regenerate_rod (object *rod) 518regenerate_rod (object *rod)
659{ 519{
660 if (rod->stats.hp < rod->stats.maxhp) 520 if (rod->stats.hp < rod->stats.maxhp)
661 { 521 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
663
664 if (rod->stats.hp > rod->stats.maxhp)
665 rod->stats.hp = rod->stats.maxhp;
666 }
667} 522}
668
669 523
670void 524void
671drain_rod_charge (object *rod) 525drain_rod_charge (object *rod)
672{ 526{
673 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 527 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
674} 528}
675
676
677
678 529
679/* this function is commonly used to find a friendly target for 530/* this function is commonly used to find a friendly target for
680 * spells such as heal or protection or armour 531 * spells such as heal or protection or armour
681 * op is what is looking for the target (which can be a player), 532 * op is what is looking for the target (which can be a player),
682 * dir is the direction we are looking in. Return object found, or 533 * dir is the direction we are looking in. Return object found, or
683 * NULL if no good object. 534 * NULL if no good object.
684 */ 535 */
685
686object * 536object *
687find_target_for_friendly_spell (object *op, int dir) 537find_target_for_friendly_spell (object *op, int dir)
688{ 538{
689 object *tmp; 539 object *tmp;
690 mapstruct *m;
691 sint16 x, y;
692 int mflags;
693 540
694 /* I don't really get this block - if op isn't a player or rune, 541 /* I don't really get this block - if op isn't a player or rune,
695 * we then make the owner of this object the target. 542 * we then make the owner of this object the target.
696 * The owner could very well be no where near op. 543 * The owner could very well be no where near op.
697 */ 544 */
698 if (op->type != PLAYER && op->type != RUNE) 545 if (op->type != PLAYER && op->type != RUNE)
699 { 546 {
700 tmp = get_owner (op); 547 tmp = op->owner;
701 /* If the owner does not exist, or is not a monster, than apply the spell 548 /* If the owner does not exist, or is not a monster, than apply the spell
702 * to the caster. 549 * to the caster.
703 */ 550 */
704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 551 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
705 tmp = op; 552 tmp = op;
706 } 553 }
707 else 554 else
708 { 555 {
709 m = op->map; 556 maptile *m = op->map;
710 x = op->x + freearr_x[dir]; 557 sint16 x = op->x + freearr_x[dir];
711 y = op->y + freearr_y[dir]; 558 sint16 y = op->y + freearr_y[dir];
712
713 mflags = get_map_flags (m, &m, x, y, &x, &y);
714
715 if (mflags & P_OUT_OF_MAP)
716 tmp = NULL;
717 else
718 { 559
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 560 tmp = xy_normalise (m, x, y)
720 if (tmp->type == PLAYER) 561 ? m->at (x, y).player ()
721 break; 562 : 0;
722 }
723 } 563 }
564
724 /* didn't find a player there, look in current square for a player */ 565 /* didn't find a player there, look in current square for a player */
725 if (tmp == NULL) 566 if (!tmp)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 567 tmp = op->ms ().player ();
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
731 568
732 return tmp; 569 return tmp;
733} 570}
734
735
736 571
737/* raytrace: 572/* raytrace:
738 * spell_find_dir(map, x, y, exclude) will search first the center square 573 * spell_find_dir(map, x, y, exclude) will search first the center square
739 * then some close squares in the given map at the given coordinates for 574 * then some close squares in the given map at the given coordinates for
740 * live objects. 575 * live objects.
743 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
744 * It returns the direction toward the first/closest live object if it finds 579 * It returns the direction toward the first/closest live object if it finds
745 * any, otherwise -1. 580 * any, otherwise -1.
746 * note that exclude can be NULL, in which case all bets are off. 581 * note that exclude can be NULL, in which case all bets are off.
747 */ 582 */
748
749int 583int
750spell_find_dir (mapstruct *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
751{ 585{
752 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
753 sint16 nx, ny; 587 sint16 nx, ny;
754 int owner_type = 0, mflags; 588 int owner_type = 0, mflags;
755 object *tmp; 589 object *tmp;
756 mapstruct *mp; 590 maptile *mp;
757 591
758 if (exclude && exclude->head) 592 if (exclude && exclude->head)
759 exclude = exclude->head; 593 exclude = exclude->head;
760 if (exclude && exclude->type) 594 if (exclude && exclude->type)
761 owner_type = exclude->type; 595 owner_type = exclude->type;
767 mp = m; 601 mp = m;
768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 602 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 603 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue; 604 continue;
771 605
772 tmp = get_map_ob (mp, nx, ny); 606 tmp = GET_MAP_OB (mp, nx, ny);
773 607
774 while (tmp != NULL && (((owner_type == PLAYER && 608 while (tmp != NULL && (((owner_type == PLAYER &&
775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 609 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 610 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
777 tmp = tmp->above; 611 tmp = tmp->above;
780 return freedir[i]; 614 return freedir[i];
781 } 615 }
782 return -1; /* flag for "keep going the way you were" */ 616 return -1; /* flag for "keep going the way you were" */
783} 617}
784 618
785
786
787/* put_a_monster: puts a monster named monstername near by 619/* put_a_monster: puts a monster named monstername near by
788 * op. This creates the treasures for the monsters, and 620 * op. This creates the treasures for the monsters, and
789 * also deals with multipart monsters properly. 621 * also deals with multipart monsters properly.
790 */ 622 */
791
792void 623void
793put_a_monster (object *op, const char *monstername) 624put_a_monster (object *op, const char *monstername)
794{ 625{
795 object *tmp, *head = NULL, *prev = NULL; 626 object *tmp, *head = NULL, *prev = NULL;
796 archetype *at; 627 archetype *at;
797 int dir; 628 int dir;
798 629
799 /* Handle cases where we are passed a bogus mosntername */ 630 /* Handle cases where we are passed a bogus mosntername */
800 631
801 if ((at = find_archetype (monstername)) == NULL) 632 if ((at = archetype::find (monstername)) == NULL)
802 return; 633 return;
803 634
804 /* find a free square nearby 635 /* find a free square nearby
805 * first we check the closest square for free squares 636 * first we check the closest square for free squares
806 */ 637 */
807 638
808 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 639 dir = find_first_free_spot (at, op->map, op->x, op->y);
809 if (dir != -1) 640 if (dir != -1)
810 { 641 {
811 /* This is basically grabbed for generate monster. Fixed 971225 to 642 /* This is basically grabbed for generate monster. Fixed 971225 to
812 * insert multipart monsters properly 643 * insert multipart monsters properly
813 */ 644 */
645 //TODO: use expand_tail + ...
814 while (at != NULL) 646 while (at != NULL)
815 { 647 {
816 tmp = arch_to_object (at); 648 tmp = arch_to_object (at);
817 tmp->x = op->x + freearr_x[dir] + at->clone.x; 649 tmp->x = op->x + freearr_x[dir] + at->x;
818 tmp->y = op->y + freearr_y[dir] + at->clone.y; 650 tmp->y = op->y + freearr_y[dir] + at->y;
819 tmp->map = op->map; 651 tmp->map = op->map;
820 if (head) 652 if (head)
821 { 653 {
822 tmp->head = head; 654 tmp->head = head;
823 prev->more = tmp; 655 prev->more = tmp;
824 } 656 }
657
825 if (!head) 658 if (!head)
826 head = tmp; 659 head = tmp;
660
827 prev = tmp; 661 prev = tmp;
662
828 at = at->more; 663 at = (archetype *)at->more;
829 } 664 }
830 665
831 if (head->randomitems) 666 if (head->randomitems)
832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
833 668
834 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
835 670
836 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
837 tmp = get_archetype ("burnout"); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
838 tmp->map = op->map;
839 tmp->x = op->x + freearr_x[dir];
840 tmp->y = op->y + freearr_y[dir];
841 insert_ob_in_map (tmp, op->map, op, 0);
842 } 673 }
843} 674}
844 675
845/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
846 * places them in nearby squares. 677 * places them in nearby squares.
873{ 704{
874 int attacktype; 705 int attacktype;
875 int face; 706 int face;
876} ATTACKS[22] = 707} ATTACKS[22] =
877{ 708{
878 {
879 AT_PHYSICAL, 0}, 709 { AT_PHYSICAL, 0},
880 {
881 AT_PHYSICAL, 0}, /*face = explosion */ 710 { AT_PHYSICAL, 0}, /*face = explosion */
882 {
883 AT_PHYSICAL, 0}, 711 { AT_PHYSICAL, 0},
884 {
885 AT_MAGIC, 1}, 712 { AT_MAGIC, 1},
886 {
887 AT_MAGIC, 1}, /* face = last-burnout */ 713 { AT_MAGIC, 1}, /* face = last-burnout */
888 {
889 AT_MAGIC, 1}, 714 { AT_MAGIC, 1},
890 {
891 AT_FIRE, 2}, 715 { AT_FIRE, 2},
892 {
893 AT_FIRE, 2}, /* face = fire.... */ 716 { AT_FIRE, 2}, /* face = fire.... */
894 {
895 AT_FIRE, 2}, 717 { AT_FIRE, 2},
896 {
897 AT_ELECTRICITY, 3}, 718 { AT_ELECTRICITY, 3},
898 {
899 AT_ELECTRICITY, 3}, /* ball_lightning */ 719 { AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
901 AT_ELECTRICITY, 3}, 720 { AT_ELECTRICITY, 3},
902 {
903 AT_COLD, 4}, 721 { AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */ 722 { AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4}, 723 { AT_COLD, 4},
908 {
909 AT_CONFUSION, 5}, 724 { AT_CONFUSION, 5},
910 {
911 AT_POISON, 7}, 725 { AT_POISON, 7},
912 {
913 AT_POISON, 7}, /* face = acid sphere. generator */ 726 { AT_POISON, 7}, /* face = acid sphere. generator */
914 {
915 AT_POISON, 7}, /* poisoncloud face */ 727 { AT_POISON, 7}, /* poisoncloud face */
916 {
917 AT_SLOW, 8}, 728 { AT_SLOW, 8},
918 {
919 AT_PARALYZE, 9}, 729 { AT_PARALYZE, 9},
920 {
921AT_FEAR, 10}}; 730 { AT_FEAR, 10},
922 731};
923
924 732
925/* shuffle_attack: peterm 733/* shuffle_attack: peterm
926 * This routine shuffles the attack of op to one of the 734 * This routine shuffles the attack of op to one of the
927 * ones in the list. It does this at random. It also 735 * ones in the list. It does this at random. It also
928 * chooses a face appropriate to the attack that is 736 * chooses a face appropriate to the attack that is
973 if (failure <= -20 && failure > -40) /* wonder */ 781 if (failure <= -20 && failure > -40) /* wonder */
974 { 782 {
975 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 783 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
976 tmp = get_archetype (SPELL_WONDER); 784 tmp = get_archetype (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp); 785 cast_cone (op, op, 0, tmp);
978 free_object (tmp); 786 tmp->destroy ();
979 } 787 }
980 788
981 else if (failure <= -40 && failure > -60) /* confusion */ 789 else if (failure <= -40 && failure > -60) /* confusion */
982 { 790 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
1017 if (failure <= -20 && failure > -40) /* wonder */ 825 if (failure <= -20 && failure > -40) /* wonder */
1018 { 826 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 827 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1020 tmp = get_archetype (SPELL_WONDER); 828 tmp = get_archetype (SPELL_WONDER);
1021 cast_cone (op, op, 0, tmp); 829 cast_cone (op, op, 0, tmp);
1022 free_object (tmp); 830 tmp->destroy ();
1023 } 831 }
1024 832
1025 else if (failure <= -40 && failure > -60) /* confusion */ 833 else if (failure <= -40 && failure > -60) /* confusion */
1026 { 834 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 835 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1046 else 854 else
1047 { 855 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 856 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA); 857 tmp = get_archetype (LOOSE_MANA);
1050 tmp->level = skill->level; 858 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053 859
1054 /* increase the area of destruction a little for more powerful spells */ 860 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power); 861 tmp->range += isqrt (power);
1056 862
1057 if (power > 25) 863 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power); 864 tmp->stats.dam = 25 + isqrt (power);
1059 else 865 else
1060 tmp->stats.dam = power; /* nasty recoils! */ 866 tmp->stats.dam = power; /* nasty recoils! */
1061 867
1062 tmp->stats.maxhp = tmp->count; 868 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0); 869
870 tmp->insert_at (op);
1064 } 871 }
1065 } 872 }
1066} 873}
1067 874
1068int 875int
1069cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 876cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1070{ 877{
1071 int success; 878 int success;
1072 player *pl;
1073 object *spell; 879 object *spell;
1074 880
1075 if (!spell_ob->other_arch) 881 if (!spell_ob->other_arch)
1076 { 882 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n"); 883 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0; 884 return 0;
1079 } 885 }
886
1080 spell = arch_to_object (spell_ob->other_arch); 887 spell = arch_to_object (spell_ob->other_arch);
1081 888
1082 /* Always cast spell on caster */ 889 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg); 890 success = cast_spell (op, caster, dir, spell, stringarg);
1084 891
1085 if (caster->contr->party == NULL) 892 if (caster->contr->party == NULL)
1086 { 893 {
1087 remove_ob (spell); 894 spell->remove ();
1088 return success; 895 return success;
1089 } 896 }
1090 for (pl = first_player; pl != NULL; pl = pl->next) 897
898 for_all_players (pl)
1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 899 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1092 {
1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1094 } 901
1095 remove_ob (spell); 902 spell->remove ();
1096 return success; 903 return success;
1097} 904}
1098 905
1099/* This is where the main dispatch when someone casts a spell. 906/* This is where the main dispatch when someone casts a spell.
1100 * 907 *
1121 * 928 *
1122 * if it is a player casting the spell (op->type == PLAYER, op == caster), 929 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1123 * this function will decrease the mana/grace appropriately. For other 930 * this function will decrease the mana/grace appropriately. For other
1124 * objects, the caller should do what it considers appropriate. 931 * objects, the caller should do what it considers appropriate.
1125 */ 932 */
1126
1127int 933int
1128cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 934cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1129{ 935{
1130
1131 const char *godname; 936 const char *godname;
1132 int success = 0, mflags, cast_level = 0, old_shoottype; 937 int success = 0, cast_level = 0;
1133 object *skill = NULL; 938 object *skill = NULL;
1134
1135 old_shoottype = op->contr ? op->contr->shoottype : 0;
1136 939
1137 if (!spell_ob) 940 if (!spell_ob)
1138 { 941 {
1139 LOG (llevError, "cast_spell: null spell object passed\n"); 942 LOG (llevError, "cast_spell: null spell object passed\n");
1140 return 0; 943 return 0;
1141 } 944 }
945
1142 if (!strcmp ((godname = determine_god (op)), "none")) 946 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit"; 947 godname = "A random spirit";
1144 948
1145 /* the caller should set caster to op if appropriate */ 949 /* the caller should set caster to op if appropriate */
1146 if (!caster) 950 if (!caster)
1150 } 954 }
1151 955
1152 /* if caster is a spell casting object, this normally shouldn't be 956 /* if caster is a spell casting object, this normally shouldn't be
1153 * an issue, because they don't have any spellpaths set up. 957 * an issue, because they don't have any spellpaths set up.
1154 */ 958 */
1155 if (caster->path_denied & spell_ob->path_attuned) 959 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1156 { 960 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 961 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1158 return 0; 962 return 0;
1159 } 963 }
1160 964
1168 * at least process that code. 972 * at least process that code.
1169 */ 973 */
1170 if (op->type == PLAYER && op == caster) 974 if (op->type == PLAYER && op == caster)
1171 { 975 {
1172 cast_level = caster_level (caster, spell_ob); 976 cast_level = caster_level (caster, spell_ob);
977
1173 if (spell_ob->skill) 978 if (spell_ob->skill)
1174 { 979 {
1175 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
981
1176 if (!skill) 982 if (!skill)
1177 { 983 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 984 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name));
1179 return 0; 988 return 0;
1180 } 989 }
990
991 int casting_level = min_casting_level (op, spell_ob);
992
1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1182 { 994 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997 cast_level, casting_level));
1184 return 0; 998 return 0;
1185 } 999 }
1186 } 1000 }
1001
1187 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1188 * to have sufficient grace/mana. 1003 * to have sufficient grace/mana.
1189 */ 1004 */
1190 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZ))
1191 { 1006 {
1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1193 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1194 { 1009 {
1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1196 return 0; 1011 return 0;
1197 } 1012 }
1013
1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1199 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1015 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1200 { 1016 {
1201 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1017 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1202 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1018 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1203 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1019 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1205 }
1206 else 1020 else
1207 { 1021 {
1208 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1022 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1210 return 0; 1024 return 0;
1211 } 1025 }
1212 } 1026 }
1213 1027
1214 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1215 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1029 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1216 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1030 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1217 { 1031 {
1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1033 op->failmsg ("You fumble the prayer.");
1220 if (settings.casting_time == TRUE) 1034
1221 {
1222 op->casting_time = -1;
1223 }
1224 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1225 return 0; 1036 return 0;
1226 } 1037 }
1227 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1228 { 1039 {
1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1040 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1230 1041
1231 if (failure < 0) 1042 if (failure < 0)
1232 { 1043 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1044 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1234 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1046 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1236 op->contr->shoottype = (rangetype) old_shoottype; 1047
1237 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1048 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1238 return 0; 1049 return 0;
1239 } 1050 }
1240 } 1051 }
1241 } 1052 }
1242 } 1053 }
1243 1054
1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1245 1056
1246 /* See if we can cast a spell here. If the caster and op are 1057 /* See if we can cast a spell here. If the caster and op are
1247 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1248 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1249 * doing. 1060 * doing.
1250 */ 1061 */
1251 1062
1252 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1063 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1253 { 1064 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1065 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1255 return 0; 1066 return 0;
1256 } 1067 }
1257 1068
1258 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION) 1070 && (caster->type != POTION)
1264 { 1075 {
1265 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1266 return 0; 1077 return 0;
1267 1078
1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1270 else 1081 else if (object *item = op->contr->ranged_ob)
1271 switch (op->contr->shoottype)
1272 { 1082 {
1273 case range_magic: 1083 if (item->type == SPELL)
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1275 break; 1085 else if (item->type == SCROLL)
1276 case range_misc: 1086 op->failmsg ("Something blocks the magic of your scroll.");
1277 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1278 break;
1279 case range_golem:
1280 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1281 break;
1282 default:
1283 break;
1284 }
1285 return 0;
1286 }
1287
1288 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1289 {
1290 if (op->casting_time == -1)
1291 { /* begin the casting */
1292 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1293 op->spell = spell_ob;
1294 /* put the stringarg into the object struct so that when the
1295 * spell is actually cast, it knows about the stringarg.
1296 * necessary for the invoke command spells.
1297 */
1298 if (stringarg)
1299 {
1300 op->spellarg = strdup_local (stringarg);
1301 }
1302 else 1087 else
1303 op->spellarg = NULL; 1088 op->failmsg ("Something blocks the magic of your item.");
1304 return 0;
1305 }
1306 else if (op->casting_time != 0)
1307 {
1308 if (op->type == PLAYER)
1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1310 return 0;
1311 } 1089 }
1312 else 1090 else
1313 { /* casting_time == 0 */ 1091 op->failmsg ("Something blocks the spell!");
1314 op->casting_time = -1; 1092
1315 spell_ob = op->spell; 1093 return 0;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 { 1094 }
1095
1321 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in 1097 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it 1098 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players 1099 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost 1100 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time. 1101 * the player any time.
1327 * Ignore casting time for firewalls 1102 * Ignore casting time for firewalls
1103 */
1104 if (caster == op && caster->type != FIREWALL)
1105 {
1106 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1107 /* Other portions of the code may also decrement the speed of the player, so
1108 * put a lower limit so that the player isn't stuck here too long
1328 */ 1109 */
1329 if (caster == op && caster->type != FIREWALL)
1330 {
1331 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1332 /* Other portions of the code may also decrement the speed of the player, so
1333 * put a lower limit so that the player isn't stuck here too long
1334 */
1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1110 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1111 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1337 } 1112 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1113 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1339 {
1340 op->speed_left -= 2 * FABS (op->speed); 1114 op->speed_left -= 2 * FABS (op->speed);
1341 }
1342 }
1343 1115
1344 if (op->type == PLAYER && op == caster) 1116 if (op->type == PLAYER && op == caster)
1345 { 1117 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1118 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1347 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1119 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1354 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1355 { 1127 {
1356 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1357 if (!skill) 1129 if (!skill)
1358 { 1130 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1131 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1360 return 0; 1132 return 0;
1361 } 1133 }
1134
1362 change_skill (op, skill, 0); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1363 } 1136 }
1137
1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1139 return RESULT_INT (0);
1364 1140
1365 switch (spell_ob->subtype) 1141 switch (spell_ob->subtype)
1366 { 1142 {
1367 /* The order of case statements is same as the order they show up 1143 /* The order of case statements is same as the order they show up
1368 * in in spells.h. 1144 * in in spells.h.
1369 */ 1145 */
1370 case SP_RAISE_DEAD: 1146 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1372 break; 1148 break;
1373 1149
1374 case SP_RUNE: 1150 case SP_RUNE:
1375 success = write_rune (op, caster, spell_ob, dir, stringarg); 1151 success = write_rune (op, caster, spell_ob, dir, stringarg);
1376 break; 1152 break;
1377 1153
1378 case SP_MAKE_MARK: 1154 case SP_MAKE_MARK:
1379 success = write_mark (op, spell_ob, stringarg); 1155 success = write_mark (op, spell_ob, stringarg);
1380 break; 1156 break;
1381 1157
1382 case SP_BOLT: 1158 case SP_BOLT:
1383 success = fire_bolt (op, caster, dir, spell_ob, skill); 1159 success = fire_bolt (op, caster, dir, spell_ob, skill);
1384 break; 1160 break;
1385 1161
1386 case SP_BULLET: 1162 case SP_BULLET:
1387 success = fire_bullet (op, caster, dir, spell_ob); 1163 success = fire_bullet (op, caster, dir, spell_ob);
1388 break; 1164 break;
1389 1165
1390 case SP_CONE: 1166 case SP_CONE:
1391 success = cast_cone (op, caster, dir, spell_ob); 1167 success = cast_cone (op, caster, dir, spell_ob);
1392 break; 1168 break;
1393 1169
1394 case SP_BOMB: 1170 case SP_BOMB:
1395 success = create_bomb (op, caster, dir, spell_ob); 1171 success = create_bomb (op, caster, dir, spell_ob);
1396 break; 1172 break;
1397 1173
1398 case SP_WONDER: 1174 case SP_WONDER:
1399 success = cast_wonder (op, caster, dir, spell_ob); 1175 success = cast_wonder (op, caster, dir, spell_ob);
1400 break; 1176 break;
1401 1177
1402 case SP_SMITE: 1178 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break; 1180 break;
1405 1181
1406 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1407 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1408 break; 1184 break;
1409 1185
1410 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break; 1188 break;
1414 1189
1415 case SP_DIMENSION_DOOR: 1190 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is 1191 /* dimension door needs the actual caster, because that is what is
1417 * moved. 1192 * moved.
1418 */ 1193 */
1419 success = dimension_door (op, caster, spell_ob, dir); 1194 success = dimension_door (op, caster, spell_ob, dir);
1420 break; 1195 break;
1421 1196
1422 case SP_MAGIC_MAPPING: 1197 case SP_MAGIC_MAPPING:
1423 if (op->type == PLAYER) 1198 if (op->type == PLAYER)
1424 { 1199 {
1425 spell_effect (spell_ob, op->x, op->y, op->map, op); 1200 spell_effect (spell_ob, op->x, op->y, op->map, op);
1426 draw_magic_map (op); 1201 draw_magic_map (op);
1427 success = 1; 1202 success = 1;
1428 } 1203 }
1429 else 1204 else
1205 success = 0;
1206 break;
1207
1208 case SP_MAGIC_WALL:
1209 success = magic_wall (op, caster, dir, spell_ob);
1210 break;
1211
1212 case SP_DESTRUCTION:
1213 success = cast_destruction (op, caster, spell_ob);
1214 break;
1215
1216 case SP_PERCEIVE_SELF:
1217 success = perceive_self (op);
1218 break;
1219
1220 case SP_WORD_OF_RECALL:
1221 success = cast_word_of_recall (op, caster, spell_ob);
1222 break;
1223
1224 case SP_INVISIBLE:
1225 success = cast_invisible (op, caster, spell_ob);
1226 break;
1227
1228 case SP_PROBE:
1229 success = probe (op, caster, spell_ob, dir);
1230 break;
1231
1232 case SP_HEALING:
1233 success = cast_heal (op, caster, spell_ob, dir);
1234 break;
1235
1236 case SP_CREATE_FOOD:
1237 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1238 break;
1239
1240 case SP_EARTH_TO_DUST:
1241 success = cast_earth_to_dust (op, caster, spell_ob);
1242 break;
1243
1244 case SP_CHANGE_ABILITY:
1245 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1246 break;
1247
1248 case SP_BLESS:
1249 success = cast_bless (op, caster, spell_ob, dir);
1250 break;
1251
1252 case SP_CURSE:
1253 success = cast_curse (op, caster, spell_ob, dir);
1254 break;
1255
1256 case SP_SUMMON_MONSTER:
1257 success = summon_object (op, caster, spell_ob, dir, stringarg);
1258 break;
1259
1260 case SP_CHARGING:
1261 success = recharge (op, caster, spell_ob);
1262 break;
1263
1264 case SP_POLYMORPH:
1265#ifdef NO_POLYMORPH
1266 /* Not great, but at least provide feedback so if players do have
1267 * polymorph (ie, find it as a preset item or left over from before
1268 * it was disabled), they get some feedback.
1269 */
1270 op->failmsg ("The spell fizzles!");
1271 success = 0;
1272#else
1273 success = cast_polymorph (op, caster, spell_ob, dir);
1274#endif
1275 break;
1276
1277 case SP_ALCHEMY:
1278 success = alchemy (op, caster, spell_ob);
1279 break;
1280
1281 case SP_REMOVE_CURSE:
1282 success = remove_curse (op, caster, spell_ob);
1283 break;
1284
1285 case SP_IDENTIFY:
1286 success = cast_identify (op, caster, spell_ob);
1287 break;
1288
1289 case SP_DETECTION:
1290 success = cast_detection (op, caster, spell_ob, skill);
1291 break;
1292
1293 case SP_MOOD_CHANGE:
1294 success = mood_change (op, caster, spell_ob);
1295 break;
1296
1297 case SP_MOVING_BALL:
1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299 {
1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1430 success = 0; 1301 success = 0;
1302 }
1303 else
1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1431 break; 1305 break;
1432 1306
1433 case SP_MAGIC_WALL:
1434 success = magic_wall (op, caster, dir, spell_ob);
1435 break;
1436
1437 case SP_DESTRUCTION:
1438 success = cast_destruction (op, caster, spell_ob);
1439 break;
1440
1441 case SP_PERCEIVE_SELF:
1442 success = perceive_self (op);
1443 break;
1444
1445 case SP_WORD_OF_RECALL:
1446 success = cast_word_of_recall (op, caster, spell_ob);
1447 break;
1448
1449 case SP_INVISIBLE:
1450 success = cast_invisible (op, caster, spell_ob);
1451 break;
1452
1453 case SP_PROBE:
1454 success = probe (op, caster, spell_ob, dir);
1455 break;
1456
1457 case SP_HEALING:
1458 success = cast_heal (op, caster, spell_ob, dir);
1459 break;
1460
1461 case SP_CREATE_FOOD:
1462 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1463 break;
1464
1465 case SP_EARTH_TO_DUST:
1466 success = cast_earth_to_dust (op, caster, spell_ob);
1467 break;
1468
1469 case SP_CHANGE_ABILITY:
1470 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1471 break;
1472
1473 case SP_BLESS:
1474 success = cast_bless (op, caster, spell_ob, dir);
1475 break;
1476
1477 case SP_CURSE:
1478 success = cast_curse (op, caster, spell_ob, dir);
1479 break;
1480
1481 case SP_SUMMON_MONSTER:
1482 success = summon_object (op, caster, spell_ob, dir, stringarg);
1483 break;
1484
1485 case SP_CHARGING:
1486 success = recharge (op, caster, spell_ob);
1487 break;
1488
1489 case SP_POLYMORPH:
1490#ifdef NO_POLYMORPH
1491 /* Not great, but at least provide feedback so if players do have
1492 * polymorph (ie, find it as a preset item or left over from before
1493 * it was disabled), they get some feedback.
1494 */
1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1496 success = 0;
1497#else
1498 success = cast_polymorph (op, caster, spell_ob, dir);
1499#endif
1500 break;
1501
1502 case SP_ALCHEMY:
1503 success = alchemy (op, caster, spell_ob);
1504 break;
1505
1506 case SP_REMOVE_CURSE:
1507 success = remove_curse (op, caster, spell_ob);
1508 break;
1509
1510 case SP_IDENTIFY:
1511 success = cast_identify (op, caster, spell_ob);
1512 break;
1513
1514 case SP_DETECTION:
1515 success = cast_detection (op, caster, spell_ob, skill);
1516 break;
1517
1518 case SP_MOOD_CHANGE:
1519 success = mood_change (op, caster, spell_ob);
1520 break;
1521
1522 case SP_MOVING_BALL:
1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1526 success = 0;
1527 }
1528 else
1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1530 break;
1531
1532 case SP_SWARM: 1307 case SP_SWARM:
1533 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1534 break; 1309 break;
1535 1310
1536 case SP_CHANGE_MANA: 1311 case SP_CHANGE_MANA:
1537 success = cast_transfer (op, caster, spell_ob, dir); 1312 success = cast_transfer (op, caster, spell_ob, dir);
1538 break; 1313 break;
1539 1314
1540 case SP_DISPEL_RUNE: 1315 case SP_DISPEL_RUNE:
1541 /* in rune.c */ 1316 /* in rune.c */
1542 success = dispel_rune (op, caster, spell_ob, skill, dir); 1317 success = dispel_rune (op, caster, spell_ob, skill, dir);
1543 break; 1318 break;
1544 1319
1545 case SP_CREATE_MISSILE: 1320 case SP_CREATE_MISSILE:
1546 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1321 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1547 break; 1322 break;
1548 1323
1549 case SP_CONSECRATE: 1324 case SP_CONSECRATE:
1550 success = cast_consecrate (op, caster, spell_ob); 1325 success = cast_consecrate (op, caster, spell_ob);
1551 break; 1326 break;
1552 1327
1553 case SP_ANIMATE_WEAPON: 1328 case SP_ANIMATE_WEAPON:
1554 success = animate_weapon (op, caster, spell_ob, dir); 1329 success = animate_weapon (op, caster, spell_ob, dir);
1555 old_shoottype = range_golem;
1556 break; 1330 break;
1557 1331
1558 case SP_LIGHT: 1332 case SP_LIGHT:
1559 success = cast_light (op, caster, spell_ob, dir); 1333 success = cast_light (op, caster, spell_ob, dir);
1560 break; 1334 break;
1561 1335
1562 case SP_CHANGE_MAP_LIGHT: 1336 case SP_CHANGE_MAP_LIGHT:
1563 success = cast_change_map_lightlevel (op, caster, spell_ob); 1337 success = cast_change_map_lightlevel (op, caster, spell_ob);
1564 break; 1338 break;
1565 1339
1566 case SP_FAERY_FIRE: 1340 case SP_FAERY_FIRE:
1567 success = cast_destruction (op, caster, spell_ob); 1341 success = cast_destruction (op, caster, spell_ob);
1568 break; 1342 break;
1569 1343
1570 case SP_CAUSE_DISEASE: 1344 case SP_CAUSE_DISEASE:
1571 success = cast_cause_disease (op, caster, spell_ob, dir); 1345 success = cast_cause_disease (op, caster, spell_ob, dir);
1572 break; 1346 break;
1573 1347
1574 case SP_AURA: 1348 case SP_AURA:
1575 success = create_aura (op, caster, spell_ob); 1349 success = create_aura (op, caster, spell_ob);
1576 break; 1350 break;
1577 1351
1578 case SP_TOWN_PORTAL:
1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1580 break;
1581
1582 case SP_PARTY_SPELL: 1352 case SP_PARTY_SPELL:
1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1584 break; 1354 break;
1585 1355
1586 default: 1356 default:
1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1589
1590
1591 }
1592
1593 /* FIXME - we need some better sound suppport */
1594 // yes, for example, augment map info with the spell effect
1595 // so clients can calculate the sounds themselves
1596 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1597
1598 /* free the spell arg */
1599 if (settings.casting_time == TRUE && stringarg)
1600 { 1358 }
1601 free (stringarg); 1359
1602 stringarg = NULL; 1360 op->play_sound (
1603 } 1361 success
1604 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1362 ? spell_ob->sound
1605 * to something like use_magic_item, but you really want to be able to fire 1363 ? spell_ob->sound
1606 * it again. 1364 : sound_find ("spell_success")
1607 */ 1365 : sound_find ("fumble_spell")
1608 if (op->contr) 1366 );
1609 op->contr->shoottype = (rangetype) old_shoottype;
1610 1367
1611 return success; 1368 return success;
1612} 1369}
1613 1370
1614
1615/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1616 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1617 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1618 */ 1374 */
1619void 1375void
1620move_spell_effect (object *op) 1376move_spell_effect (object *op)
1621{ 1377{
1622
1623 switch (op->subtype) 1378 switch (op->subtype)
1624 { 1379 {
1625 case SP_BOLT: 1380 case SP_BOLT:
1626 move_bolt (op); 1381 move_bolt (op);
1627 break; 1382 break;
1628 1383
1629 case SP_BULLET: 1384 case SP_BULLET:
1630 move_bullet (op); 1385 move_bullet (op);
1631 break; 1386 break;
1632 1387
1633 case SP_EXPLOSION: 1388 case SP_EXPLOSION:
1634 explosion (op); 1389 explosion (op);
1635 break; 1390 break;
1636 1391
1637 case SP_CONE: 1392 case SP_CONE:
1638 move_cone (op); 1393 move_cone (op);
1639 break; 1394 break;
1640 1395
1641 case SP_BOMB: 1396 case SP_BOMB:
1642 animate_bomb (op); 1397 animate_bomb (op);
1643 break; 1398 break;
1644 1399
1645 case SP_MAGIC_MISSILE: 1400 case SP_MAGIC_MISSILE:
1646 move_missile (op); 1401 move_missile (op);
1647 break; 1402 break;
1648 1403
1649 case SP_WORD_OF_RECALL: 1404 case SP_WORD_OF_RECALL:
1650 execute_word_of_recall (op); 1405 execute_word_of_recall (op);
1651 break; 1406 break;
1652 1407
1653 case SP_MOVING_BALL: 1408 case SP_MOVING_BALL:
1654 move_ball_spell (op); 1409 move_ball_spell (op);
1655 break; 1410 break;
1656 1411
1657 case SP_SWARM: 1412 case SP_SWARM:
1658 move_swarm_spell (op); 1413 move_swarm_spell (op);
1659 break; 1414 break;
1660 1415
1661 case SP_AURA: 1416 case SP_AURA:
1662 move_aura (op); 1417 move_aura (op);
1663 break; 1418 break;
1664
1665 } 1419 }
1666} 1420}
1667 1421
1668/* this checks to see if something special should happen if 1422/* this checks to see if something special should happen if
1669 * something runs into the object. 1423 * something runs into the object.
1670 */ 1424 */
1671void 1425void
1672check_spell_effect (object *op) 1426check_spell_effect (object *op)
1673{ 1427{
1674
1675 switch (op->subtype) 1428 switch (op->subtype)
1676 { 1429 {
1677 case SP_BOLT: 1430 case SP_BOLT:
1678 move_bolt (op); 1431 move_bolt (op);
1679 return; 1432 return;
1680 1433
1681 case SP_BULLET: 1434 case SP_BULLET:
1682 check_bullet (op); 1435 check_bullet (op);
1683 return; 1436 return;
1684 } 1437 }
1685
1686} 1438}
1687 1439
1688/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1689 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1690 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1693void 1445void
1694apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1695{ 1447{
1696 switch (spell->subtype) 1448 switch (spell->subtype)
1697 { 1449 {
1698 case SP_CONE: 1450 case SP_CONE:
1699 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1451 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1700 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1701 break; 1453 break;
1702 1454
1703 case SP_MAGIC_MISSILE: 1455 case SP_MAGIC_MISSILE:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1456 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 { 1457 {
1706 tag_t spell_tag = spell->count;
1707
1708 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1709 if (!was_destroyed (spell, spell_tag))
1710 {
1711 remove_ob (spell);
1712 free_object (spell);
1713 }
1714 }
1715 break;
1716
1717 case SP_MOVING_BALL:
1718 if (QUERY_FLAG (victim, FLAG_ALIVE))
1719 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459
1460 if (!spell->destroyed ())
1461 spell->destroy ();
1462 }
1463 break;
1464
1465 case SP_MOVING_BALL:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE))
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1720 else if (victim->material || victim->materialname) 1468 else if (victim->materialname)
1721 save_throw_object (victim, spell->attacktype, spell); 1469 save_throw_object (victim, spell->attacktype, spell);
1722 break; 1470 break;
1723 } 1471 }
1724} 1472}
1473

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