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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.75 by root, Mon Jul 14 00:04:57 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
78 dest->skill = spob->skill; 77 dest->skill = spob->skill;
79 else 78 else
80 dest->skill = caster->skill; 79 dest->skill = caster->skill;
81} 80}
82 81
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 84 */
154
155void 85void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 87{
158
159 if (spob->other_arch != NULL) 88 if (spob->other_arch)
160 { 89 map->insert (arch_to_object (spob->other_arch), x, y, originator);
161 object *effect = arch_to_object (spob->other_arch);
162
163 effect->x = x;
164 effect->y = y;
165
166 insert_ob_in_map (effect, map, originator, 0);
167 }
168} 90}
169 91
170/* 92/*
171 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
172 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
173 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
174 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
175 * 97 *
176 * caster is person casting hte spell. 98 * caster is person casting the spell.
177 * spell is the spell object. 99 * spell is the spell object.
178 * Returns modified level. 100 * Returns modified level.
179 */ 101 */
180int 102int
181min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
182{ 104{
183 int new_level;
184
185 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
186 return 1; 106 return 1;
187 107
188 new_level = spell->level 108 int new_level = spell->level
189 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
190 111
191 return (new_level < 1) ? 1 : new_level; 112 return max (1, new_level);
192} 113}
193
194 114
195/* This function returns the effective level the spell 115/* This function returns the effective level the spell
196 * is being cast at. 116 * is being cast at.
197 * 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.
198 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
199 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
200 */ 120 */
201
202int 121int
203caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
204{ 123{
205 int level = caster->level; 124 int level = caster->level;
206 125
207 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
209 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
210 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
211 { 137 {
212 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
213 break; 139 break;
214 } 140 }
215 141
216 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
217 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
218 {
219 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
220 int sk_level = skill ? skill->level : 1;
221
222 level = MIN (level, sk_level + level / 10 + 1);
223 }
224
225 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
226 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;
227 145
228 /* 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
229 * errors in various places. 147 * errors in various places.
230 */ 148 */
231 if (level < 1)
232 level = 1;
233
234 return level; 149 return max (level, 1);
235} 150}
236 151
237/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
238 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
239 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
278 else 193 else
279 { 194 {
280 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
281 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
282 sp = 1; 197 sp = 1;
198
283 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
284 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
285 grace = 1; 201 grace = 1;
286 } 202 }
203
287 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
288 return MAX (sp, grace); 205 return MAX (sp, grace);
289 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
290 return grace; 207 return grace;
291 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
295 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);
296 return 0; 213 return 0;
297 } 214 }
298} 215}
299 216
300
301/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
302 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
303 */ 219 */
304int 220int
305SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
306{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
307 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->dam_modifier)
313 adj /= spob->dam_modifier;
314 else
315 adj = 0;
316 return adj;
317} 228}
318 229
319/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
322 */ 233 */
323int 234int
324SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
325{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
326 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
328
329 if (adj < 0)
330 adj = 0;
331 if (spob->duration_modifier)
332 adj /= spob->duration_modifier;
333 else
334 adj = 0;
335
336 return adj;
337} 242}
338 243
339/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
340 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
341 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
342 */ 247 */
343int 248int
344SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
345{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
346 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
347 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
348
349 if (adj < 0)
350 adj = 0;
351 if (spob->range_modifier)
352 adj /= spob->range_modifier;
353 else
354 adj = 0;
355
356 return adj;
357} 256}
358 257
359/* 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
360 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
361 * 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.
362 */ 261 */
363object * 262object *
364check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
365{ 264{
366 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
367 267
368 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
369 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
370 return spop; 270 return spop;
371 271
372 return NULL; 272 return 0;
373} 273}
374 274
375 275
376/* 276/*
377 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
469 { 369 {
470 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.");
471 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.");
472 dir = 0; 372 dir = 0;
473 } 373 }
474 new_op->x = op->x + freearr_x[dir]; 374
475 new_op->y = op->y + freearr_y[dir]; 375 SET_FLAG (new_op, FLAG_IDENTIFIED);
476 if (dir == 0) 376 op->map->insert (new_op,
477 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 else 378 op,
479 insert_ob_in_map (new_op, op->map, op, 0); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
380
480 return dir; 381 return dir;
481} 382}
482 383
483/* 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.
484 * immune_stop is basically the attacktype of the spell (why 385 * immune_stop is basically the attacktype of the spell (why
486 * has the AT_MAGIC bit set, and there is a counterwall 387 * has the AT_MAGIC bit set, and there is a counterwall
487 * 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
488 * 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.
489 * 390 *
490 */ 391 */
491
492int 392int
493ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
494{ 394{
495 object *tmp; 395 if (!xy_normalise (m, x, y))
496 int mflags;
497 maptile *mp;
498
499 mp = m;
500 mflags = get_map_flags (m, &mp, x, y, &x, &y);
501
502 if (mflags & P_OUT_OF_MAP)
503 return 0; 396 return 0;
504 397
505 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))
506 return 0; 402 return 0;
507 403
508 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
509 { 405 {
510 /* If there is a counterspell on the space, and this 406 /* If there is a counterspell on the space, and this
511 * object is using magic, don't progress. I believe we could 407 * object is using magic, don't progress. I believe we could
512 * 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
513 * 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
514 * 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
515 * 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
516 * 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
517 * spell to actually hit the counterwall and be sucked up. 413 * spell to actually hit the counterwall and be sucked up.
518 */ 414 */
519 if ((tmp->attacktype & AT_COUNTERSPELL) && 415 if ((tmp->attacktype & AT_COUNTERSPELL)
520 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 416 && !QUERY_FLAG (tmp, FLAG_MONSTER)
521 (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))
522 return 0; 429 return 0;
523 430
524 /* This is to prevent 'out of control' spells. Basically, this 431 /* This is to prevent 'out of control' spells. Basically, this
525 * limits one spell effect per space per spell. This is definately 432 * limits one spell effect per space per spell. This is definately
526 * needed for performance reasons, and just for playability I believe. 433 * needed for performance reasons, and just for playability I believe.
533 /* 440 /*
534 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
535 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
536 * playability reasons. 443 * playability reasons.
537 */ 444 */
538 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
539 && tmp->type == op->type 446 && tmp->type == op->type
540 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
448 && tmp->owner == op->owner
541 && 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)))
542 { 450 {
543 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 451 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
544 tmp->range = MAX (tmp->range, op->range); 452 tmp->range = MAX (tmp->range, op->range);
545 tmp->duration = MAX (tmp->duration, op->duration); 453 tmp->duration = MAX (tmp->duration, op->duration);
546 return 0; 454 return 0;
548 456
549 /* 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
550 * ground to prevent it from moving along? 458 * ground to prevent it from moving along?
551 */ 459 */
552 } 460 }
461
553 /* If it passes the above tests, it must be OK */ 462 /* If it passes the above tests, it must be OK */
554 return 1; 463 return 1;
555} 464}
556 465
557/* fire_arch_from_position: fires an archetype. 466/* fire_arch_from_position: fires an archetype.
562 * dir: direction to fire in. 471 * dir: direction to fire in.
563 * 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
564 * to fire. 473 * to fire.
565 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
566 */ 475 */
567
568int 476int
569fire_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)
570{ 478{
571 object *tmp;
572 int mflags;
573 maptile *m;
574
575 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
576 return 0; 480 return 0;
577 481
578 m = op->map; 482 object *tmp = spell->other_arch->instance ();
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 {
582 return 0;
583 }
584 483
585 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
586
587 if (tmp == NULL)
588 return 0; 485 return 0;
589
590 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
593 tmp->destroy ();
594 return 0;
595 }
596 486
597 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);
598 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
599 /* 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 */
600 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
601 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
602 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
603 tmp->x = x;
604 tmp->y = y;
605 tmp->direction = dir; 493 tmp->direction = dir;
606 if (op->owner != NULL)
607 tmp->set_owner (op); 494 tmp->set_owner (op);
608 else
609 tmp->set_owner (op);
610 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
611 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
612 497
613 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
614 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
615 {
616 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
617 return 0; 501 return 0;
618 } 502
619 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
620 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
621 505
622 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
623 return 1;
624
625 move_spell_effect (tmp); 507 move_spell_effect (tmp);
626 508
627 return 1; 509 return 1;
628} 510}
629
630
631 511
632/***************************************************************************** 512/*****************************************************************************
633 * 513 *
634 * Code related to rods - perhaps better located in another file? 514 * Code related to rods - perhaps better located in another file?
635 * 515 *
636 ****************************************************************************/ 516 ****************************************************************************/
637
638void 517void
639regenerate_rod (object *rod) 518regenerate_rod (object *rod)
640{ 519{
641 if (rod->stats.hp < rod->stats.maxhp) 520 if (rod->stats.hp < rod->stats.maxhp)
642 { 521 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
643 rod->stats.hp += 1 + rod->stats.maxhp / 10;
644
645 if (rod->stats.hp > rod->stats.maxhp)
646 rod->stats.hp = rod->stats.maxhp;
647 }
648} 522}
649
650 523
651void 524void
652drain_rod_charge (object *rod) 525drain_rod_charge (object *rod)
653{ 526{
654 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);
655} 528}
656
657
658
659 529
660/* this function is commonly used to find a friendly target for 530/* this function is commonly used to find a friendly target for
661 * spells such as heal or protection or armour 531 * spells such as heal or protection or armour
662 * 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),
663 * 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
664 * NULL if no good object. 534 * NULL if no good object.
665 */ 535 */
666
667object * 536object *
668find_target_for_friendly_spell (object *op, int dir) 537find_target_for_friendly_spell (object *op, int dir)
669{ 538{
670 object *tmp; 539 object *tmp;
671 maptile *m;
672 sint16 x, y;
673 int mflags;
674 540
675 /* 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,
676 * we then make the owner of this object the target. 542 * we then make the owner of this object the target.
677 * The owner could very well be no where near op. 543 * The owner could very well be no where near op.
678 */ 544 */
685 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 551 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
686 tmp = op; 552 tmp = op;
687 } 553 }
688 else 554 else
689 { 555 {
690 m = op->map; 556 maptile *m = op->map;
691 x = op->x + freearr_x[dir]; 557 sint16 x = op->x + freearr_x[dir];
692 y = op->y + freearr_y[dir]; 558 sint16 y = op->y + freearr_y[dir];
693
694 mflags = get_map_flags (m, &m, x, y, &x, &y);
695
696 if (mflags & P_OUT_OF_MAP)
697 tmp = 0;
698 else 559
560 tmp = xy_normalise (m, x, y)
699 tmp = m->at (x, y).player (); 561 ? m->at (x, y).player ()
562 : 0;
700 } 563 }
701 564
702 /* 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 */
703 if (!tmp) 566 if (!tmp)
704 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
705 568
706 return tmp; 569 return tmp;
707} 570}
708
709
710 571
711/* raytrace: 572/* raytrace:
712 * 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
713 * 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
714 * live objects. 575 * live objects.
717 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
718 * 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
719 * any, otherwise -1. 580 * any, otherwise -1.
720 * 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.
721 */ 582 */
722
723int 583int
724spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
725{ 585{
726 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
727 sint16 nx, ny; 587 sint16 nx, ny;
754 return freedir[i]; 614 return freedir[i];
755 } 615 }
756 return -1; /* flag for "keep going the way you were" */ 616 return -1; /* flag for "keep going the way you were" */
757} 617}
758 618
759
760
761/* put_a_monster: puts a monster named monstername near by 619/* put_a_monster: puts a monster named monstername near by
762 * op. This creates the treasures for the monsters, and 620 * op. This creates the treasures for the monsters, and
763 * also deals with multipart monsters properly. 621 * also deals with multipart monsters properly.
764 */ 622 */
765
766void 623void
767put_a_monster (object *op, const char *monstername) 624put_a_monster (object *op, const char *monstername)
768{ 625{
769 object *tmp, *head = NULL, *prev = NULL; 626 object *tmp, *head = NULL, *prev = NULL;
770 archetype *at; 627 archetype *at;
777 634
778 /* find a free square nearby 635 /* find a free square nearby
779 * first we check the closest square for free squares 636 * first we check the closest square for free squares
780 */ 637 */
781 638
782 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);
783 if (dir != -1) 640 if (dir != -1)
784 { 641 {
785 /* This is basically grabbed for generate monster. Fixed 971225 to 642 /* This is basically grabbed for generate monster. Fixed 971225 to
786 * insert multipart monsters properly 643 * insert multipart monsters properly
787 */ 644 */
645 //TODO: use expand_tail + ...
788 while (at != NULL) 646 while (at != NULL)
789 { 647 {
790 tmp = arch_to_object (at); 648 tmp = arch_to_object (at);
791 tmp->x = op->x + freearr_x[dir] + at->clone.x; 649 tmp->x = op->x + freearr_x[dir] + at->x;
792 tmp->y = op->y + freearr_y[dir] + at->clone.y; 650 tmp->y = op->y + freearr_y[dir] + at->y;
793 tmp->map = op->map; 651 tmp->map = op->map;
794 if (head) 652 if (head)
795 { 653 {
796 tmp->head = head; 654 tmp->head = head;
797 prev->more = tmp; 655 prev->more = tmp;
798 } 656 }
657
799 if (!head) 658 if (!head)
800 head = tmp; 659 head = tmp;
660
801 prev = tmp; 661 prev = tmp;
662
802 at = at->more; 663 at = (archetype *)at->more;
803 } 664 }
804 665
805 if (head->randomitems) 666 if (head->randomitems)
806 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
807 668
808 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
809 670
810 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
811 tmp = get_archetype ("burnout"); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
812 tmp->map = op->map;
813 tmp->x = op->x + freearr_x[dir];
814 tmp->y = op->y + freearr_y[dir];
815 insert_ob_in_map (tmp, op->map, op, 0);
816 } 673 }
817} 674}
818 675
819/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
820 * places them in nearby squares. 677 * places them in nearby squares.
847{ 704{
848 int attacktype; 705 int attacktype;
849 int face; 706 int face;
850} ATTACKS[22] = 707} ATTACKS[22] =
851{ 708{
852 {
853 AT_PHYSICAL, 0}, 709 { AT_PHYSICAL, 0},
854 {
855 AT_PHYSICAL, 0}, /*face = explosion */ 710 { AT_PHYSICAL, 0}, /*face = explosion */
856 {
857 AT_PHYSICAL, 0}, 711 { AT_PHYSICAL, 0},
858 {
859 AT_MAGIC, 1}, 712 { AT_MAGIC, 1},
860 {
861 AT_MAGIC, 1}, /* face = last-burnout */ 713 { AT_MAGIC, 1}, /* face = last-burnout */
862 {
863 AT_MAGIC, 1}, 714 { AT_MAGIC, 1},
864 {
865 AT_FIRE, 2}, 715 { AT_FIRE, 2},
866 {
867 AT_FIRE, 2}, /* face = fire.... */ 716 { AT_FIRE, 2}, /* face = fire.... */
868 {
869 AT_FIRE, 2}, 717 { AT_FIRE, 2},
870 {
871 AT_ELECTRICITY, 3}, 718 { AT_ELECTRICITY, 3},
872 {
873 AT_ELECTRICITY, 3}, /* ball_lightning */ 719 { AT_ELECTRICITY, 3}, /* ball_lightning */
874 {
875 AT_ELECTRICITY, 3}, 720 { AT_ELECTRICITY, 3},
876 {
877 AT_COLD, 4}, 721 { AT_COLD, 4},
878 {
879 AT_COLD, 4}, /* face=icestorm */ 722 { AT_COLD, 4}, /* face=icestorm */
880 {
881 AT_COLD, 4}, 723 { AT_COLD, 4},
882 {
883 AT_CONFUSION, 5}, 724 { AT_CONFUSION, 5},
884 {
885 AT_POISON, 7}, 725 { AT_POISON, 7},
886 {
887 AT_POISON, 7}, /* face = acid sphere. generator */ 726 { AT_POISON, 7}, /* face = acid sphere. generator */
888 {
889 AT_POISON, 7}, /* poisoncloud face */ 727 { AT_POISON, 7}, /* poisoncloud face */
890 {
891 AT_SLOW, 8}, 728 { AT_SLOW, 8},
892 {
893 AT_PARALYZE, 9}, 729 { AT_PARALYZE, 9},
894 {
895AT_FEAR, 10}}; 730 { AT_FEAR, 10},
896 731};
897
898 732
899/* shuffle_attack: peterm 733/* shuffle_attack: peterm
900 * This routine shuffles the attack of op to one of the 734 * This routine shuffles the attack of op to one of the
901 * ones in the list. It does this at random. It also 735 * ones in the list. It does this at random. It also
902 * chooses a face appropriate to the attack that is 736 * chooses a face appropriate to the attack that is
1020 else 854 else
1021 { 855 {
1022 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!");
1023 tmp = get_archetype (LOOSE_MANA); 857 tmp = get_archetype (LOOSE_MANA);
1024 tmp->level = skill->level; 858 tmp->level = skill->level;
1025 tmp->x = op->x;
1026 tmp->y = op->y;
1027 859
1028 /* increase the area of destruction a little for more powerful spells */ 860 /* increase the area of destruction a little for more powerful spells */
1029 tmp->range += isqrt (power); 861 tmp->range += isqrt (power);
1030 862
1031 if (power > 25) 863 if (power > 25)
1032 tmp->stats.dam = 25 + isqrt (power); 864 tmp->stats.dam = 25 + isqrt (power);
1033 else 865 else
1034 tmp->stats.dam = power; /* nasty recoils! */ 866 tmp->stats.dam = power; /* nasty recoils! */
1035 867
1036 tmp->stats.maxhp = tmp->count; 868 tmp->stats.maxhp = tmp->count;
1037 insert_ob_in_map (tmp, op->map, NULL, 0); 869
870 tmp->insert_at (op);
1038 } 871 }
1039 } 872 }
1040} 873}
1041 874
1042int 875int
1043cast_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)
1044{ 877{
1045 int success; 878 int success;
1046 player *pl;
1047 object *spell; 879 object *spell;
1048 880
1049 if (!spell_ob->other_arch) 881 if (!spell_ob->other_arch)
1050 { 882 {
1051 LOG (llevError, "cast_party_spell: empty other arch\n"); 883 LOG (llevError, "cast_party_spell: empty other arch\n");
1052 return 0; 884 return 0;
1053 } 885 }
886
1054 spell = arch_to_object (spell_ob->other_arch); 887 spell = arch_to_object (spell_ob->other_arch);
1055 888
1056 /* Always cast spell on caster */ 889 /* Always cast spell on caster */
1057 success = cast_spell (op, caster, dir, spell, stringarg); 890 success = cast_spell (op, caster, dir, spell, stringarg);
1058 891
1059 if (caster->contr->party == NULL) 892 if (caster->contr->party == NULL)
1060 { 893 {
1061 spell->remove (); 894 spell->remove ();
1062 return success; 895 return success;
1063 } 896 }
897
1064 for_all_players (pl) 898 for_all_players (pl)
1065 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)))
1066 {
1067 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1068 } 901
1069 spell->remove (); 902 spell->remove ();
1070 return success; 903 return success;
1071} 904}
1072 905
1073/* This is where the main dispatch when someone casts a spell. 906/* This is where the main dispatch when someone casts a spell.
1095 * 928 *
1096 * 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),
1097 * this function will decrease the mana/grace appropriately. For other 930 * this function will decrease the mana/grace appropriately. For other
1098 * objects, the caller should do what it considers appropriate. 931 * objects, the caller should do what it considers appropriate.
1099 */ 932 */
1100
1101int 933int
1102cast_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)
1103{ 935{
1104 const char *godname; 936 const char *godname;
1105 int success = 0, mflags, cast_level = 0, old_shoottype; 937 int success = 0, cast_level = 0;
1106 object *skill = NULL; 938 object *skill = NULL;
1107
1108 old_shoottype = op->contr ? op->contr->shoottype : 0;
1109 939
1110 if (!spell_ob) 940 if (!spell_ob)
1111 { 941 {
1112 LOG (llevError, "cast_spell: null spell object passed\n"); 942 LOG (llevError, "cast_spell: null spell object passed\n");
1113 return 0; 943 return 0;
1142 * at least process that code. 972 * at least process that code.
1143 */ 973 */
1144 if (op->type == PLAYER && op == caster) 974 if (op->type == PLAYER && op == caster)
1145 { 975 {
1146 cast_level = caster_level (caster, spell_ob); 976 cast_level = caster_level (caster, spell_ob);
977
1147 if (spell_ob->skill) 978 if (spell_ob->skill)
1148 { 979 {
1149 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
981
1150 if (!skill) 982 if (!skill)
1151 { 983 {
1152 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));
1153 return 0; 988 return 0;
1154 } 989 }
990
991 int casting_level = min_casting_level (op, spell_ob);
992
1155 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))
1156 { 994 {
1157 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));
1158 return 0; 998 return 0;
1159 } 999 }
1160 } 1000 }
1001
1161 /* 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
1162 * to have sufficient grace/mana. 1003 * to have sufficient grace/mana.
1163 */ 1004 */
1164 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZ))
1165 { 1006 {
1166 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1167 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)
1168 { 1009 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1170 return 0; 1011 return 0;
1171 } 1012 }
1013
1172 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1173 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)
1174 { 1016 {
1175 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 -
1176 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)
1177 {
1178 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));
1179 }
1180 else 1020 else
1181 { 1021 {
1182 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);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1184 return 0; 1024 return 0;
1185 } 1025 }
1186 } 1026 }
1187 1027
1188 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1189 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) <
1190 (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]))
1191 { 1031 {
1192 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1193 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1033 op->failmsg ("You fumble the prayer.");
1194 if (settings.casting_time == TRUE) 1034
1195 {
1196 op->casting_time = -1;
1197 }
1198 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);
1199 return 0; 1036 return 0;
1200 } 1037 }
1201 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1202 { 1039 {
1203 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;
1204 1041
1205 if (failure < 0) 1042 if (failure < 0)
1206 { 1043 {
1207 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.");
1208 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1209 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);
1210 op->contr->shoottype = (rangetype) old_shoottype; 1047
1211 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);
1212 return 0; 1049 return 0;
1213 } 1050 }
1214 } 1051 }
1215 } 1052 }
1216 } 1053 }
1217 1054
1218 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1219 1056
1220 /* 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
1221 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1222 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1223 * doing. 1060 * doing.
1224 */ 1061 */
1225 1062
1226 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 :-)!
1227 { 1064 {
1228 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!");
1229 return 0; 1066 return 0;
1230 } 1067 }
1231 1068
1232 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1233 && (caster->type != POTION) 1070 && (caster->type != POTION)
1238 { 1075 {
1239 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1240 return 0; 1077 return 0;
1241 1078
1242 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1243 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));
1244 else 1081 else if (object *item = op->contr->ranged_ob)
1245 switch (op->contr->shoottype)
1246 { 1082 {
1247 case range_magic: 1083 if (item->type == SPELL)
1248 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1249 break; 1085 else if (item->type == SCROLL)
1250 case range_misc: 1086 op->failmsg ("Something blocks the magic of your scroll.");
1251 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1252 break;
1253 case range_golem:
1254 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1255 break;
1256 default:
1257 break;
1258 }
1259 return 0;
1260 }
1261
1262 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1263 {
1264 if (op->casting_time == -1)
1265 { /* begin the casting */
1266 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1267 op->spell = spell_ob;
1268 /* put the stringarg into the object struct so that when the
1269 * spell is actually cast, it knows about the stringarg.
1270 * necessary for the invoke command spells.
1271 */
1272 if (stringarg)
1273 {
1274 op->spellarg = strdup (stringarg);
1275 }
1276 else 1087 else
1277 op->spellarg = NULL; 1088 op->failmsg ("Something blocks the magic of your item.");
1278 return 0;
1279 }
1280 else if (op->casting_time != 0)
1281 {
1282 if (op->type == PLAYER)
1283 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1284 return 0;
1285 } 1089 }
1286 else 1090 else
1287 { /* casting_time == 0 */ 1091 op->failmsg ("Something blocks the spell!");
1288 op->casting_time = -1; 1092
1289 spell_ob = op->spell; 1093 return 0;
1290 stringarg = op->spellarg;
1291 }
1292 }
1293 else
1294 { 1094 }
1095
1295 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1296 * 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
1297 * the spell object. If it is a spell object, have it 1098 * the spell object. If it is a spell object, have it
1298 * take two ticks. Things that cast spells on the players 1099 * take two ticks. Things that cast spells on the players
1299 * behalf (eg, altars, and whatever else) shouldn't cost 1100 * behalf (eg, altars, and whatever else) shouldn't cost
1300 * the player any time. 1101 * the player any time.
1301 * 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
1302 */ 1109 */
1303 if (caster == op && caster->type != FIREWALL)
1304 {
1305 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1306 /* Other portions of the code may also decrement the speed of the player, so
1307 * put a lower limit so that the player isn't stuck here too long
1308 */
1309 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))
1310 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);
1311 } 1112 }
1312 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)
1313 {
1314 op->speed_left -= 2 * FABS (op->speed); 1114 op->speed_left -= 2 * FABS (op->speed);
1315 }
1316 }
1317 1115
1318 if (op->type == PLAYER && op == caster) 1116 if (op->type == PLAYER && op == caster)
1319 { 1117 {
1320 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);
1321 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);
1328 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1329 { 1127 {
1330 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1331 if (!skill) 1129 if (!skill)
1332 { 1130 {
1333 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)));
1334 return 0; 1132 return 0;
1335 } 1133 }
1134
1336 change_skill (op, skill, 0); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1337 } 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);
1338 1140
1339 switch (spell_ob->subtype) 1141 switch (spell_ob->subtype)
1340 { 1142 {
1341 /* 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
1342 * in in spells.h. 1144 * in in spells.h.
1343 */ 1145 */
1344 case SP_RAISE_DEAD: 1146 case SP_RAISE_DEAD:
1345 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1346 break; 1148 break;
1347 1149
1348 case SP_RUNE: 1150 case SP_RUNE:
1376 case SP_SMITE: 1178 case SP_SMITE:
1377 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1378 break; 1180 break;
1379 1181
1380 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1381 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);
1382 break; 1184 break;
1383 1185
1384 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1385 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1386 old_shoottype = range_golem;
1387 break; 1188 break;
1388 1189
1389 case SP_DIMENSION_DOOR: 1190 case SP_DIMENSION_DOOR:
1390 /* dimension door needs the actual caster, because that is what is 1191 /* dimension door needs the actual caster, because that is what is
1391 * moved. 1192 * moved.
1464#ifdef NO_POLYMORPH 1265#ifdef NO_POLYMORPH
1465 /* Not great, but at least provide feedback so if players do have 1266 /* Not great, but at least provide feedback so if players do have
1466 * polymorph (ie, find it as a preset item or left over from before 1267 * polymorph (ie, find it as a preset item or left over from before
1467 * it was disabled), they get some feedback. 1268 * it was disabled), they get some feedback.
1468 */ 1269 */
1469 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1270 op->failmsg ("The spell fizzles!");
1470 success = 0; 1271 success = 0;
1471#else 1272#else
1472 success = cast_polymorph (op, caster, spell_ob, dir); 1273 success = cast_polymorph (op, caster, spell_ob, dir);
1473#endif 1274#endif
1474 break; 1275 break;
1494 break; 1295 break;
1495 1296
1496 case SP_MOVING_BALL: 1297 case SP_MOVING_BALL:
1497 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1498 { 1299 {
1499 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1500 success = 0; 1301 success = 0;
1501 } 1302 }
1502 else 1303 else
1503 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1504 break; 1305 break;
1505 1306
1506 case SP_SWARM: 1307 case SP_SWARM:
1507 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1508 break; 1309 break;
1524 success = cast_consecrate (op, caster, spell_ob); 1325 success = cast_consecrate (op, caster, spell_ob);
1525 break; 1326 break;
1526 1327
1527 case SP_ANIMATE_WEAPON: 1328 case SP_ANIMATE_WEAPON:
1528 success = animate_weapon (op, caster, spell_ob, dir); 1329 success = animate_weapon (op, caster, spell_ob, dir);
1529 old_shoottype = range_golem;
1530 break; 1330 break;
1531 1331
1532 case SP_LIGHT: 1332 case SP_LIGHT:
1533 success = cast_light (op, caster, spell_ob, dir); 1333 success = cast_light (op, caster, spell_ob, dir);
1534 break; 1334 break;
1547 1347
1548 case SP_AURA: 1348 case SP_AURA:
1549 success = create_aura (op, caster, spell_ob); 1349 success = create_aura (op, caster, spell_ob);
1550 break; 1350 break;
1551 1351
1552 case SP_TOWN_PORTAL:
1553 success = cast_create_town_portal (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_PARTY_SPELL: 1352 case SP_PARTY_SPELL:
1557 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1558 break; 1354 break;
1559 1355
1560 default: 1356 default:
1561 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1562 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);
1563 }
1564
1565 /* FIXME - we need some better sound suppport */
1566 // yes, for example, augment map info with the spell effect
1567 // so clients can calculate the sounds themselves
1568 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1569
1570 /* free the spell arg */
1571 if (settings.casting_time == TRUE && stringarg)
1572 { 1358 }
1573 free (stringarg); 1359
1574 stringarg = NULL; 1360 op->play_sound (
1575 } 1361 success
1576 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1362 ? spell_ob->sound
1577 * to something like use_magic_item, but you really want to be able to fire 1363 ? spell_ob->sound
1578 * it again. 1364 : sound_find ("spell_success")
1579 */ 1365 : sound_find ("fumble_spell")
1580 if (op->contr) 1366 );
1581 op->contr->shoottype = (rangetype) old_shoottype;
1582 1367
1583 return success; 1368 return success;
1584} 1369}
1585 1370
1586
1587/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1588 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1589 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1590 */ 1374 */
1591void 1375void
1592move_spell_effect (object *op) 1376move_spell_effect (object *op)
1593{ 1377{
1679 break; 1463 break;
1680 1464
1681 case SP_MOVING_BALL: 1465 case SP_MOVING_BALL:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1466 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 else if (victim->material || victim->materialname) 1468 else if (victim->materialname)
1685 save_throw_object (victim, spell->attacktype, spell); 1469 save_throw_object (victim, spell->attacktype, spell);
1686 break; 1470 break;
1687 } 1471 }
1688} 1472}
1473

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