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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.75 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 */
154void 85void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
160 91
161/* 92/*
162 * This function takes a caster and spell and presents the 93 * This function takes a caster and spell and presents the
163 * effective level the caster needs to be to cast the spell. 94 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled 95 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod 96 * spellpaths. Was called path_level_mod.
166 * 97 *
167 * caster is person casting hte spell. 98 * caster is person casting the spell.
168 * spell is the spell object. 99 * spell is the spell object.
169 * Returns modified level. 100 * Returns modified level.
170 */ 101 */
171int 102int
172min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
173{ 104{
174 int new_level;
175
176 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
177 return 1; 106 return 1;
178 107
179 new_level = spell->level 108 int new_level = spell->level
180 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
181 111
182 return (new_level < 1) ? 1 : new_level; 112 return max (1, new_level);
183} 113}
184
185 114
186/* This function returns the effective level the spell 115/* This function returns the effective level the spell
187 * is being cast at. 116 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5. 117 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against 118 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4 119 * min_caster_level, so the difference is effectively 4
191 */ 120 */
192
193int 121int
194caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
195{ 123{
196 int level = caster->level; 124 int level = caster->level;
197 125
198 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
199 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
200 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 { 137 {
203 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
204 break; 139 break;
205 } 140 }
206 141
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1;
212
213 level = MIN (level, sk_level + level / 10 + 1);
214 }
215
216 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
217 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
218 145
219 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places. 147 * errors in various places.
221 */ 148 */
222 if (level < 1)
223 level = 1;
224
225 return level; 149 return max (level, 1);
226} 150}
227 151
228/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
269 else 193 else
270 { 194 {
271 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
273 sp = 1; 197 sp = 1;
198
274 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
276 grace = 1; 201 grace = 1;
277 } 202 }
203
278 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
279 return MAX (sp, grace); 205 return MAX (sp, grace);
280 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
281 return grace; 207 return grace;
282 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
286 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
287 return 0; 213 return 0;
288 } 214 }
289} 215}
290 216
291
292/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
294 */ 219 */
295int 220int
296SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
297{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
298 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
299 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
300
301 if (adj < 0)
302 adj = 0;
303 if (spob->dam_modifier)
304 adj /= spob->dam_modifier;
305 else
306 adj = 0;
307 return adj;
308} 228}
309 229
310/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
311 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
312 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
313 */ 233 */
314int 234int
315SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
316{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
317 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
319
320 if (adj < 0)
321 adj = 0;
322 if (spob->duration_modifier)
323 adj /= spob->duration_modifier;
324 else
325 adj = 0;
326
327 return adj;
328} 242}
329 243
330/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
333 */ 247 */
334int 248int
335SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
336{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
337 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->range_modifier)
343 adj /= spob->range_modifier;
344 else
345 adj = 0;
346
347 return adj;
348} 256}
349 257
350/* Checks to see if player knows the spell. If the name is the same 258/* Checks to see if player knows the spell. If the name is the same
351 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
352 * returns 1 if they know the spell, 0 if they don't. 260 * returns 1 if they know the spell, 0 if they don't.
353 */ 261 */
354object * 262object *
355check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
356{ 264{
357 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
358 267
359 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
360 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
361 return spop; 270 return spop;
362 271
363 return NULL; 272 return 0;
364} 273}
365 274
366 275
367/* 276/*
368 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
461 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.");
462 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.");
463 dir = 0; 372 dir = 0;
464 } 373 }
465 374
375 SET_FLAG (new_op, FLAG_IDENTIFIED);
466 op->map->insert (new_op, 376 op->map->insert (new_op,
467 op->x + freearr_x[dir], op->y + freearr_y[dir], 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
468 op, 378 op,
469 dir ? 0 : INS_BELOW_ORIGINATOR); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
470 380
477 * has the AT_MAGIC bit set, and there is a counterwall 387 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 390 *
481 */ 391 */
482
483int 392int
484ok_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)
485{ 394{
486 object *tmp; 395 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 396 return 0;
495 397
496 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))
497 return 0; 402 return 0;
498 403
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 405 {
501 /* If there is a counterspell on the space, and this 406 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 407 * object is using magic, don't progress. I believe we could
503 * leave this out and let in progress, and other areas of the code 408 * leave this out and let in progress, and other areas of the code
504 * will then remove it, but that would seem to to use more 409 * will then remove it, but that would seem to to use more
505 * resources, and may not work as well if a player is standing 410 * resources, and may not work as well if a player is standing
506 * on top of a counterwall spell (may hit the player before being 411 * on top of a counterwall spell (may hit the player before being
507 * removed.) On the other hand, it may be more dramatic for the 412 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up. 413 * spell to actually hit the counterwall and be sucked up.
509 */ 414 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 415 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 416 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (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))
513 return 0; 429 return 0;
514 430
515 /* This is to prevent 'out of control' spells. Basically, this 431 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 432 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 433 * needed for performance reasons, and just for playability I believe.
524 /* 440 /*
525 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
526 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
527 * playability reasons. 443 * playability reasons.
528 */ 444 */
529 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
530 && tmp->type == op->type 446 && tmp->type == op->type
531 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
448 && tmp->owner == op->owner
532 && 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)))
533 { 450 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 451 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 452 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 453 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 454 return 0;
539 456
540 /* 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
541 * ground to prevent it from moving along? 458 * ground to prevent it from moving along?
542 */ 459 */
543 } 460 }
461
544 /* If it passes the above tests, it must be OK */ 462 /* If it passes the above tests, it must be OK */
545 return 1; 463 return 1;
546} 464}
547 465
548/* fire_arch_from_position: fires an archetype. 466/* fire_arch_from_position: fires an archetype.
553 * dir: direction to fire in. 471 * dir: direction to fire in.
554 * 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
555 * to fire. 473 * to fire.
556 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
557 */ 475 */
558
559int 476int
560fire_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)
561{ 478{
562 object *tmp;
563 int mflags;
564 maptile *m;
565
566 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
567 return 0; 480 return 0;
568 481
569 m = op->map; 482 object *tmp = spell->other_arch->instance ();
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 {
573 return 0;
574 }
575 483
576 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
577
578 if (tmp == NULL)
579 return 0; 485 return 0;
580
581 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
582 {
583 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
584 tmp->destroy ();
585 return 0;
586 }
587 486
588 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);
589 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
590 /* 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 */
591 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
592 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
593 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
594 tmp->x = x;
595 tmp->y = y;
596 tmp->direction = dir; 493 tmp->direction = dir;
597 if (op->owner != NULL)
598 tmp->set_owner (op); 494 tmp->set_owner (op);
599 else
600 tmp->set_owner (op);
601 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
602 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
603 497
604 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
605 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
606 {
607 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
608 return 0; 501 return 0;
609 } 502
610 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
611 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
612 505
613 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
614 move_spell_effect (tmp); 507 move_spell_effect (tmp);
615 508
616 return 1; 509 return 1;
617} 510}
618 511
623 ****************************************************************************/ 516 ****************************************************************************/
624void 517void
625regenerate_rod (object *rod) 518regenerate_rod (object *rod)
626{ 519{
627 if (rod->stats.hp < rod->stats.maxhp) 520 if (rod->stats.hp < rod->stats.maxhp)
628 { 521 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634} 522}
635
636 523
637void 524void
638drain_rod_charge (object *rod) 525drain_rod_charge (object *rod)
639{ 526{
640 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);
641} 528}
642
643
644
645 529
646/* this function is commonly used to find a friendly target for 530/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 531 * spells such as heal or protection or armour
648 * 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),
649 * 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
650 * NULL if no good object. 534 * NULL if no good object.
651 */ 535 */
652
653object * 536object *
654find_target_for_friendly_spell (object *op, int dir) 537find_target_for_friendly_spell (object *op, int dir)
655{ 538{
656 object *tmp; 539 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 540
661 /* 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,
662 * we then make the owner of this object the target. 542 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 543 * The owner could very well be no where near op.
664 */ 544 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 551 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 552 tmp = op;
673 } 553 }
674 else 554 else
675 { 555 {
676 m = op->map; 556 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 557 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 558 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 559
560 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 561 ? m->at (x, y).player ()
562 : 0;
686 } 563 }
687 564
688 /* 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 */
689 if (!tmp) 566 if (!tmp)
690 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
691 568
692 return tmp; 569 return tmp;
693} 570}
694
695
696 571
697/* raytrace: 572/* raytrace:
698 * 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
699 * 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
700 * live objects. 575 * live objects.
703 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
704 * 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
705 * any, otherwise -1. 580 * any, otherwise -1.
706 * 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.
707 */ 582 */
708
709int 583int
710spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
711{ 585{
712 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
713 sint16 nx, ny; 587 sint16 nx, ny;
740 return freedir[i]; 614 return freedir[i];
741 } 615 }
742 return -1; /* flag for "keep going the way you were" */ 616 return -1; /* flag for "keep going the way you were" */
743} 617}
744 618
745
746
747/* put_a_monster: puts a monster named monstername near by 619/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 620 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 621 * also deals with multipart monsters properly.
750 */ 622 */
751
752void 623void
753put_a_monster (object *op, const char *monstername) 624put_a_monster (object *op, const char *monstername)
754{ 625{
755 object *tmp, *head = NULL, *prev = NULL; 626 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 627 archetype *at;
763 634
764 /* find a free square nearby 635 /* find a free square nearby
765 * first we check the closest square for free squares 636 * first we check the closest square for free squares
766 */ 637 */
767 638
768 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);
769 if (dir != -1) 640 if (dir != -1)
770 { 641 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to 642 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly 643 * insert multipart monsters properly
773 */ 644 */
645 //TODO: use expand_tail + ...
774 while (at != NULL) 646 while (at != NULL)
775 { 647 {
776 tmp = arch_to_object (at); 648 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x; 649 tmp->x = op->x + freearr_x[dir] + at->x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y; 650 tmp->y = op->y + freearr_y[dir] + at->y;
779 tmp->map = op->map; 651 tmp->map = op->map;
780 if (head) 652 if (head)
781 { 653 {
782 tmp->head = head; 654 tmp->head = head;
783 prev->more = tmp; 655 prev->more = tmp;
784 } 656 }
657
785 if (!head) 658 if (!head)
786 head = tmp; 659 head = tmp;
660
787 prev = tmp; 661 prev = tmp;
662
788 at = at->more; 663 at = (archetype *)at->more;
789 } 664 }
790 665
791 if (head->randomitems) 666 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 668
794 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
795 670
796 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
797 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 } 673 }
799} 674}
800 675
801/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
802 * places them in nearby squares. 677 * places them in nearby squares.
829{ 704{
830 int attacktype; 705 int attacktype;
831 int face; 706 int face;
832} ATTACKS[22] = 707} ATTACKS[22] =
833{ 708{
834 {
835 AT_PHYSICAL, 0}, 709 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 710 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 711 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 712 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 713 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 714 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 715 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 716 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 717 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 718 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 719 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 720 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 721 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 722 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 723 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 724 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 725 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 726 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 727 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 728 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 729 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 730 { AT_FEAR, 10},
878 731};
879
880 732
881/* shuffle_attack: peterm 733/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 734 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 735 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 736 * chooses a face appropriate to the attack that is
1022 874
1023int 875int
1024cast_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)
1025{ 877{
1026 int success; 878 int success;
1027 player *pl;
1028 object *spell; 879 object *spell;
1029 880
1030 if (!spell_ob->other_arch) 881 if (!spell_ob->other_arch)
1031 { 882 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 883 LOG (llevError, "cast_party_spell: empty other arch\n");
1033 return 0; 884 return 0;
1034 } 885 }
886
1035 spell = arch_to_object (spell_ob->other_arch); 887 spell = arch_to_object (spell_ob->other_arch);
1036 888
1037 /* Always cast spell on caster */ 889 /* Always cast spell on caster */
1038 success = cast_spell (op, caster, dir, spell, stringarg); 890 success = cast_spell (op, caster, dir, spell, stringarg);
1039 891
1040 if (caster->contr->party == NULL) 892 if (caster->contr->party == NULL)
1041 { 893 {
1042 spell->remove (); 894 spell->remove ();
1043 return success; 895 return success;
1044 } 896 }
897
1045 for_all_players (pl) 898 for_all_players (pl)
1046 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)))
1047 {
1048 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1049 } 901
1050 spell->remove (); 902 spell->remove ();
1051 return success; 903 return success;
1052} 904}
1053 905
1054/* This is where the main dispatch when someone casts a spell. 906/* This is where the main dispatch when someone casts a spell.
1076 * 928 *
1077 * 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),
1078 * this function will decrease the mana/grace appropriately. For other 930 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 931 * objects, the caller should do what it considers appropriate.
1080 */ 932 */
1081
1082int 933int
1083cast_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)
1084{ 935{
1085 const char *godname; 936 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 937 int success = 0, cast_level = 0;
1087 object *skill = NULL; 938 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 939
1091 if (!spell_ob) 940 if (!spell_ob)
1092 { 941 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 942 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 943 return 0;
1123 * at least process that code. 972 * at least process that code.
1124 */ 973 */
1125 if (op->type == PLAYER && op == caster) 974 if (op->type == PLAYER && op == caster)
1126 { 975 {
1127 cast_level = caster_level (caster, spell_ob); 976 cast_level = caster_level (caster, spell_ob);
977
1128 if (spell_ob->skill) 978 if (spell_ob->skill)
1129 { 979 {
1130 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
981
1131 if (!skill) 982 if (!skill)
1132 { 983 {
1133 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));
1134 return 0; 988 return 0;
1135 } 989 }
990
991 int casting_level = min_casting_level (op, spell_ob);
992
1136 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))
1137 { 994 {
1138 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));
1139 return 0; 998 return 0;
1140 } 999 }
1141 } 1000 }
1001
1142 /* 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
1143 * to have sufficient grace/mana. 1003 * to have sufficient grace/mana.
1144 */ 1004 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZ))
1146 { 1006 {
1147 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148 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)
1149 { 1009 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1151 return 0; 1011 return 0;
1152 } 1012 }
1013
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 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)
1155 { 1016 {
1156 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 -
1157 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)
1158 {
1159 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));
1160 }
1161 else 1020 else
1162 { 1021 {
1163 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);
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1165 return 0; 1024 return 0;
1166 } 1025 }
1167 } 1026 }
1168 1027
1169 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1170 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) <
1171 (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]))
1172 { 1031 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1033 op->failmsg ("You fumble the prayer.");
1175 if (settings.casting_time == TRUE) 1034
1176 {
1177 op->casting_time = -1;
1178 }
1179 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1180 return 0; 1036 return 0;
1181 } 1037 }
1182 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1183 { 1039 {
1184 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;
1185 1041
1186 if (failure < 0) 1042 if (failure < 0)
1187 { 1043 {
1188 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.");
1189 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1190 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);
1191 op->contr->shoottype = (rangetype) old_shoottype; 1047
1192 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);
1193 return 0; 1049 return 0;
1194 } 1050 }
1195 } 1051 }
1196 } 1052 }
1197 } 1053 }
1198 1054
1199 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1200 1056
1201 /* 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
1202 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1203 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1204 * doing. 1060 * doing.
1205 */ 1061 */
1206 1062
1207 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 :-)!
1208 { 1064 {
1209 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!");
1210 return 0; 1066 return 0;
1211 } 1067 }
1212 1068
1213 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1214 && (caster->type != POTION) 1070 && (caster->type != POTION)
1219 { 1075 {
1220 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1221 return 0; 1077 return 0;
1222 1078
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1225 else 1081 else if (object *item = op->contr->ranged_ob)
1226 switch (op->contr->shoottype)
1227 { 1082 {
1228 case range_magic: 1083 if (item->type == SPELL)
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1230 break; 1085 else if (item->type == SCROLL)
1231 case range_misc: 1086 op->failmsg ("Something blocks the magic of your scroll.");
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0;
1241 }
1242
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 {
1245 if (op->casting_time == -1)
1246 { /* begin the casting */
1247 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248 op->spell = spell_ob;
1249 /* put the stringarg into the object struct so that when the
1250 * spell is actually cast, it knows about the stringarg.
1251 * necessary for the invoke command spells.
1252 */
1253 if (stringarg)
1254 {
1255 op->spellarg = strdup (stringarg);
1256 }
1257 else 1087 else
1258 op->spellarg = NULL; 1088 op->failmsg ("Something blocks the magic of your item.");
1259 return 0;
1260 }
1261 else if (op->casting_time != 0)
1262 {
1263 if (op->type == PLAYER)
1264 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265 return 0;
1266 } 1089 }
1267 else 1090 else
1268 { /* casting_time == 0 */ 1091 op->failmsg ("Something blocks the spell!");
1269 op->casting_time = -1; 1092
1270 spell_ob = op->spell; 1093 return 0;
1271 stringarg = op->spellarg;
1272 }
1273 }
1274 else
1275 { 1094 }
1095
1276 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1277 * 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
1278 * the spell object. If it is a spell object, have it 1098 * the spell object. If it is a spell object, have it
1279 * take two ticks. Things that cast spells on the players 1099 * take two ticks. Things that cast spells on the players
1280 * behalf (eg, altars, and whatever else) shouldn't cost 1100 * behalf (eg, altars, and whatever else) shouldn't cost
1281 * the player any time. 1101 * the player any time.
1282 * 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
1283 */ 1109 */
1284 if (caster == op && caster->type != FIREWALL)
1285 {
1286 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 /* Other portions of the code may also decrement the speed of the player, so
1288 * put a lower limit so that the player isn't stuck here too long
1289 */
1290 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1110 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1291 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1111 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1292 } 1112 }
1293 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)
1294 {
1295 op->speed_left -= 2 * FABS (op->speed); 1114 op->speed_left -= 2 * FABS (op->speed);
1296 }
1297 }
1298 1115
1299 if (op->type == PLAYER && op == caster) 1116 if (op->type == PLAYER && op == caster)
1300 { 1117 {
1301 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);
1302 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);
1309 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1310 { 1127 {
1311 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1312 if (!skill) 1129 if (!skill)
1313 { 1130 {
1314 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)));
1315 return 0; 1132 return 0;
1316 } 1133 }
1134
1317 change_skill (op, skill, 0); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1318 } 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);
1319 1140
1320 switch (spell_ob->subtype) 1141 switch (spell_ob->subtype)
1321 { 1142 {
1322 /* 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
1323 * in in spells.h. 1144 * in in spells.h.
1324 */ 1145 */
1325 case SP_RAISE_DEAD: 1146 case SP_RAISE_DEAD:
1326 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327 break; 1148 break;
1328 1149
1329 case SP_RUNE: 1150 case SP_RUNE:
1357 case SP_SMITE: 1178 case SP_SMITE:
1358 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1359 break; 1180 break;
1360 1181
1361 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1362 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);
1363 break; 1184 break;
1364 1185
1365 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break; 1188 break;
1369 1189
1370 case SP_DIMENSION_DOOR: 1190 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is 1191 /* dimension door needs the actual caster, because that is what is
1372 * moved. 1192 * moved.
1445#ifdef NO_POLYMORPH 1265#ifdef NO_POLYMORPH
1446 /* 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
1447 * 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
1448 * it was disabled), they get some feedback. 1268 * it was disabled), they get some feedback.
1449 */ 1269 */
1450 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1270 op->failmsg ("The spell fizzles!");
1451 success = 0; 1271 success = 0;
1452#else 1272#else
1453 success = cast_polymorph (op, caster, spell_ob, dir); 1273 success = cast_polymorph (op, caster, spell_ob, dir);
1454#endif 1274#endif
1455 break; 1275 break;
1475 break; 1295 break;
1476 1296
1477 case SP_MOVING_BALL: 1297 case SP_MOVING_BALL:
1478 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)
1479 { 1299 {
1480 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));
1481 success = 0; 1301 success = 0;
1482 } 1302 }
1483 else 1303 else
1484 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);
1485 break; 1305 break;
1486 1306
1487 case SP_SWARM: 1307 case SP_SWARM:
1488 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1489 break; 1309 break;
1505 success = cast_consecrate (op, caster, spell_ob); 1325 success = cast_consecrate (op, caster, spell_ob);
1506 break; 1326 break;
1507 1327
1508 case SP_ANIMATE_WEAPON: 1328 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir); 1329 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break; 1330 break;
1512 1331
1513 case SP_LIGHT: 1332 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir); 1333 success = cast_light (op, caster, spell_ob, dir);
1515 break; 1334 break;
1528 1347
1529 case SP_AURA: 1348 case SP_AURA:
1530 success = create_aura (op, caster, spell_ob); 1349 success = create_aura (op, caster, spell_ob);
1531 break; 1350 break;
1532 1351
1533 case SP_TOWN_PORTAL:
1534 success = cast_create_town_portal (op, caster, spell_ob, dir);
1535 break;
1536
1537 case SP_PARTY_SPELL: 1352 case SP_PARTY_SPELL:
1538 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539 break; 1354 break;
1540 1355
1541 default: 1356 default:
1542 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1544 }
1545
1546 /* FIXME - we need some better sound suppport */
1547 // yes, for example, augment map info with the spell effect
1548 // so clients can calculate the sounds themselves
1549 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1550
1551 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg)
1553 { 1358 }
1554 free (stringarg); 1359
1555 stringarg = NULL; 1360 op->play_sound (
1556 } 1361 success
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1362 ? spell_ob->sound
1558 * to something like use_magic_item, but you really want to be able to fire 1363 ? spell_ob->sound
1559 * it again. 1364 : sound_find ("spell_success")
1560 */ 1365 : sound_find ("fumble_spell")
1561 if (op->contr) 1366 );
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563 1367
1564 return success; 1368 return success;
1565} 1369}
1566 1370
1567
1568/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1569 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1570 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1571 */ 1374 */
1572void 1375void
1573move_spell_effect (object *op) 1376move_spell_effect (object *op)
1574{ 1377{
1660 break; 1463 break;
1661 1464
1662 case SP_MOVING_BALL: 1465 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1466 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname) 1468 else if (victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell); 1469 save_throw_object (victim, spell->attacktype, spell);
1667 break; 1470 break;
1668 } 1471 }
1669} 1472}
1473

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