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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.34 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.80 by root, Mon Sep 29 08:25:02 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
38 */ 36 */
39object * 37object *
40find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
41{ 39{
42 int k = 0, s; 40 int k = 0, s;
43 object *tmp;
44 41
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 44 k++;
48 45
49 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
50 if (!k) 47 if (!k)
51 return NULL; 48 return NULL;
52 49
53 s = RANDOM () % k; 50 s = RANDOM () % k;
54 51
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 54 if (!s)
59 return tmp; 55 return tmp;
60 else 56 else
61 s--; 57 s--;
62 } 58
63 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
64 return NULL; 60 return 0;
65} 61}
66 62
67/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 75 dest->skill = spob->skill;
80 else 76 else
81 dest->skill = caster->skill; 77 dest->skill = caster->skill;
82} 78}
83 79
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 82 */
155void 83void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 85{
158 if (spob->other_arch) 86 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88}
89
90static int
91attuned_bonus (object *caster, object *spell, int level)
92{
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
160} 98}
161 99
162/* 100/*
163 * This function takes a caster and spell and presents the 101 * This function takes a caster and spell and presents the
164 * effective level the caster needs to be to cast the spell. 102 * effective level the caster needs to be to cast the spell.
170 * Returns modified level. 108 * Returns modified level.
171 */ 109 */
172int 110int
173min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
174{ 112{
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
178 return 1; 114 return 500;
179 115
180 new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 117}
186 118
187/* This function returns the effective level the spell 119/* This function returns the effective level the spell
188 * is being cast at. 120 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 121 */
193
194int 122int
195caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
196{ 124{
197 int level = caster->level; 125 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 126
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 127 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 129 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
213 132
214 level = MIN (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
215 } 134 }
135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
136 if (object *skill = caster->contr->find_skill (spell->skill))
137 level = skill->level;
216 138
217 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 140
141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
219 146
220 /* Always make this at least 1. If this is zero, we get divide by zero 147 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 148 * errors in various places.
222 */ 149 */
223 if (level < 1)
224 level = 1;
225
226 return level; 150 return max (level, 1);
227} 151}
228 152
229/* The following function scales the spellpoint cost of 153/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 154 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 155 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 160 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and 161 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher. 162 * mana. In that case, we return which ever value is higher.
239 */ 163 */
240
241sint16 164sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 166{
244 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
245 168
246 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
247 { 170 {
248 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
249 { 172 {
270 else 193 else
271 { 194 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
274 sp = 1; 197 sp = 1;
198
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
277 grace = 1; 201 grace = 1;
278 } 202 }
203
279 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 205 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
282 return grace; 207 return grace;
283 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
287 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);
288 return 0; 213 return 0;
289 } 214 }
290} 215}
291 216
217/*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222static int
223SP_casting_level (object *caster, object *spell)
224{
225 return casting_level (caster, spell);
226}
292 227
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
295 */ 230 */
296int 231int
297SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
298{ 233{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 234 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 235 return 0;
236
237 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 238}
310 239
311/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
314 */ 243 */
315int 244int
316SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
317{ 246{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier) 247 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 248 return 0;
249
250 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 251}
330 252
331/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
334 */ 256 */
335int 257int
336SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
337{ 259{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 260 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 261 return 0;
262
263 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 264}
350 265
351/* Checks to see if player knows the spell. If the name is the same 266/* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't. 268 * returns 1 if they know the spell, 0 if they don't.
354 */ 269 */
355object * 270object *
356check_spell_known (object *op, const char *name) 271check_spell_known (object *op, const char *name)
357{ 272{
358 object *spop; 273 object *spop;
274 shstr_cmp name_ (name);
359 275
360 for (spop = op->inv; spop; spop = spop->below) 276 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 277 if (spop->type == SPELL && spop->name == name)
362 return spop; 278 return spop;
363 279
364 return NULL; 280 return 0;
365} 281}
366
367 282
368/* 283/*
369 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 289 * exact match, we also return NULL.
375 */ 290 */
376
377object * 291object *
378lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
379{ 293{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
381 int nummatch = 0; 295 int nummatch = 0;
427 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
428 */ 342 */
429int 343int
430reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
431{ 345{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 347 return 0;
348
436 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 353 return 1;
441 354
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 375 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 376 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0; 377 dir = 0;
465 } 378 }
466 379
380 SET_FLAG (new_op, FLAG_IDENTIFIED);
467 op->map->insert (new_op, 381 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 382 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 383 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 384 dir ? 0 : INS_BELOW_ORIGINATOR);
471 385
485{ 399{
486 if (!xy_normalise (m, x, y)) 400 if (!xy_normalise (m, x, y))
487 return 0; 401 return 0;
488 402
489 mapspace &ms = m->at (x, y); 403 mapspace &ms = m->at (x, y);
404 ms.update ();
490 405
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0; 407 return 0;
493 408
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 * resources, and may not work as well if a player is standing 415 * resources, and may not work as well if a player is standing
501 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
502 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
503 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
504 */ 419 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
428 // we special case floor here because there
429 // are sometimes spell effect floors
430 // which are used to inflict damage
431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC))
508 return 0; 434 return 0;
509 435
510 /* This is to prevent 'out of control' spells. Basically, this 436 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately 437 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe. 438 * needed for performance reasons, and just for playability I believe.
519 /* 445 /*
520 * Combine similar spell effects into one spell effect. Needed for 446 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for 447 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons. 448 * playability reasons.
523 */ 449 */
524 if (tmp->arch == op->arch 450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
525 && tmp->type == op->type 451 && tmp->type == op->type
526 && tmp->subtype == op->subtype 452 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner 453 && tmp->owner == op->owner
528 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
529 { 455 {
550 * dir: direction to fire in. 476 * dir: direction to fire in.
551 * spell: spell that is being fired. It uses other_arch for the archetype 477 * spell: spell that is being fired. It uses other_arch for the archetype
552 * to fire. 478 * to fire.
553 * returns 0 on failure, 1 on success. 479 * returns 0 on failure, 1 on success.
554 */ 480 */
555
556int 481int
557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 482fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558{ 483{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 484 if (!spell->other_arch)
564 return 0; 485 return 0;
565 486
566 m = op->map; 487 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 488
573 tmp = arch_to_object (spell->other_arch); 489 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 490 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 491
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 492 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */ 494 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 498 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 499 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
600 502
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
605 return 0; 506 return 0;
606 } 507
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir); 509 SET_ANIMATION (tmp, dir);
609 510
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 511 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 512 move_spell_effect (tmp);
612 513
613 return 1; 514 return 1;
614} 515}
615 516
620 ****************************************************************************/ 521 ****************************************************************************/
621void 522void
622regenerate_rod (object *rod) 523regenerate_rod (object *rod)
623{ 524{
624 if (rod->stats.hp < rod->stats.maxhp) 525 if (rod->stats.hp < rod->stats.maxhp)
625 { 526 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
626 rod->stats.hp += 1 + rod->stats.maxhp / 10;
627
628 if (rod->stats.hp > rod->stats.maxhp)
629 rod->stats.hp = rod->stats.maxhp;
630 }
631} 527}
632
633 528
634void 529void
635drain_rod_charge (object *rod) 530drain_rod_charge (object *rod)
636{ 531{
637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 532 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
638} 533}
639
640
641
642 534
643/* this function is commonly used to find a friendly target for 535/* this function is commonly used to find a friendly target for
644 * spells such as heal or protection or armour 536 * spells such as heal or protection or armour
645 * op is what is looking for the target (which can be a player), 537 * op is what is looking for the target (which can be a player),
646 * dir is the direction we are looking in. Return object found, or 538 * dir is the direction we are looking in. Return object found, or
647 * NULL if no good object. 539 * NULL if no good object.
648 */ 540 */
649
650object * 541object *
651find_target_for_friendly_spell (object *op, int dir) 542find_target_for_friendly_spell (object *op, int dir)
652{ 543{
653 object *tmp; 544 object *tmp;
654 maptile *m;
655 sint16 x, y;
656 int mflags;
657 545
658 /* I don't really get this block - if op isn't a player or rune, 546 /* I don't really get this block - if op isn't a player or rune,
659 * we then make the owner of this object the target. 547 * we then make the owner of this object the target.
660 * The owner could very well be no where near op. 548 * The owner could very well be no where near op.
661 */ 549 */
668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 556 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
669 tmp = op; 557 tmp = op;
670 } 558 }
671 else 559 else
672 { 560 {
673 m = op->map; 561 maptile *m = op->map;
674 x = op->x + freearr_x[dir]; 562 sint16 x = op->x + freearr_x[dir];
675 y = op->y + freearr_y[dir]; 563 sint16 y = op->y + freearr_y[dir];
676
677 mflags = get_map_flags (m, &m, x, y, &x, &y);
678
679 if (mflags & P_OUT_OF_MAP)
680 tmp = 0;
681 else 564
565 tmp = xy_normalise (m, x, y)
682 tmp = m->at (x, y).player (); 566 ? m->at (x, y).player ()
567 : 0;
683 } 568 }
684 569
685 /* didn't find a player there, look in current square for a player */ 570 /* didn't find a player there, look in current square for a player */
686 if (!tmp) 571 if (!tmp)
687 tmp = op->ms ().player (); 572 tmp = op->ms ().player ();
688 573
689 return tmp; 574 return tmp;
690} 575}
691
692
693 576
694/* raytrace: 577/* raytrace:
695 * spell_find_dir(map, x, y, exclude) will search first the center square 578 * spell_find_dir(map, x, y, exclude) will search first the center square
696 * then some close squares in the given map at the given coordinates for 579 * then some close squares in the given map at the given coordinates for
697 * live objects. 580 * live objects.
700 * monsters/generators only. If not, the spell will hunt players only. 583 * monsters/generators only. If not, the spell will hunt players only.
701 * It returns the direction toward the first/closest live object if it finds 584 * It returns the direction toward the first/closest live object if it finds
702 * any, otherwise -1. 585 * any, otherwise -1.
703 * note that exclude can be NULL, in which case all bets are off. 586 * note that exclude can be NULL, in which case all bets are off.
704 */ 587 */
705
706int 588int
707spell_find_dir (maptile *m, int x, int y, object *exclude) 589spell_find_dir (maptile *m, int x, int y, object *exclude)
708{ 590{
709 int i, max = SIZEOFFREE; 591 int i, max = SIZEOFFREE;
710 sint16 nx, ny; 592 sint16 nx, ny;
737 return freedir[i]; 619 return freedir[i];
738 } 620 }
739 return -1; /* flag for "keep going the way you were" */ 621 return -1; /* flag for "keep going the way you were" */
740} 622}
741 623
742
743
744/* put_a_monster: puts a monster named monstername near by 624/* put_a_monster: puts a monster named monstername near by
745 * op. This creates the treasures for the monsters, and 625 * op. This creates the treasures for the monsters, and
746 * also deals with multipart monsters properly. 626 * also deals with multipart monsters properly.
747 */ 627 */
748
749void 628void
750put_a_monster (object *op, const char *monstername) 629put_a_monster (object *op, const char *monstername)
751{ 630{
752 object *tmp, *head = NULL, *prev = NULL; 631 object *tmp, *head = NULL, *prev = NULL;
753 archetype *at; 632 archetype *at;
760 639
761 /* find a free square nearby 640 /* find a free square nearby
762 * first we check the closest square for free squares 641 * first we check the closest square for free squares
763 */ 642 */
764 643
765 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 644 dir = find_first_free_spot (at, op->map, op->x, op->y);
766 if (dir != -1) 645 if (dir != -1)
767 { 646 {
768 /* This is basically grabbed for generate monster. Fixed 971225 to 647 /* This is basically grabbed for generate monster. Fixed 971225 to
769 * insert multipart monsters properly 648 * insert multipart monsters properly
770 */ 649 */
650 //TODO: use expand_tail + ...
771 while (at != NULL) 651 while (at != NULL)
772 { 652 {
773 tmp = arch_to_object (at); 653 tmp = arch_to_object (at);
774 tmp->x = op->x + freearr_x[dir] + at->clone.x; 654 tmp->x = op->x + freearr_x[dir] + at->x;
775 tmp->y = op->y + freearr_y[dir] + at->clone.y; 655 tmp->y = op->y + freearr_y[dir] + at->y;
776 tmp->map = op->map; 656 tmp->map = op->map;
777 if (head) 657 if (head)
778 { 658 {
779 tmp->head = head; 659 tmp->head = head;
780 prev->more = tmp; 660 prev->more = tmp;
781 } 661 }
662
782 if (!head) 663 if (!head)
783 head = tmp; 664 head = tmp;
665
784 prev = tmp; 666 prev = tmp;
667
785 at = at->more; 668 at = (archetype *)at->more;
786 } 669 }
787 670
788 if (head->randomitems) 671 if (head->randomitems)
789 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 672 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
790 673
791 insert_ob_in_map (head, op->map, op, 0); 674 insert_ob_in_map (head, op->map, op, 0);
792 675
793 /* thought it'd be cool to insert a burnout, too. */ 676 /* thought it'd be cool to insert a burnout, too. */
794 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 677 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
795 } 678 }
796} 679}
797 680
798/* peterm: function which summons hostile monsters and 681/* peterm: function which summons hostile monsters and
799 * places them in nearby squares. 682 * places them in nearby squares.
826{ 709{
827 int attacktype; 710 int attacktype;
828 int face; 711 int face;
829} ATTACKS[22] = 712} ATTACKS[22] =
830{ 713{
831 {
832 AT_PHYSICAL, 0}, 714 { AT_PHYSICAL, 0},
833 {
834 AT_PHYSICAL, 0}, /*face = explosion */ 715 { AT_PHYSICAL, 0}, /*face = explosion */
835 {
836 AT_PHYSICAL, 0}, 716 { AT_PHYSICAL, 0},
837 {
838 AT_MAGIC, 1}, 717 { AT_MAGIC, 1},
839 {
840 AT_MAGIC, 1}, /* face = last-burnout */ 718 { AT_MAGIC, 1}, /* face = last-burnout */
841 {
842 AT_MAGIC, 1}, 719 { AT_MAGIC, 1},
843 {
844 AT_FIRE, 2}, 720 { AT_FIRE, 2},
845 {
846 AT_FIRE, 2}, /* face = fire.... */ 721 { AT_FIRE, 2}, /* face = fire.... */
847 {
848 AT_FIRE, 2}, 722 { AT_FIRE, 2},
849 {
850 AT_ELECTRICITY, 3}, 723 { AT_ELECTRICITY, 3},
851 {
852 AT_ELECTRICITY, 3}, /* ball_lightning */ 724 { AT_ELECTRICITY, 3}, /* ball_lightning */
853 {
854 AT_ELECTRICITY, 3}, 725 { AT_ELECTRICITY, 3},
855 {
856 AT_COLD, 4}, 726 { AT_COLD, 4},
857 {
858 AT_COLD, 4}, /* face=icestorm */ 727 { AT_COLD, 4}, /* face=icestorm */
859 {
860 AT_COLD, 4}, 728 { AT_COLD, 4},
861 {
862 AT_CONFUSION, 5}, 729 { AT_CONFUSION, 5},
863 {
864 AT_POISON, 7}, 730 { AT_POISON, 7},
865 {
866 AT_POISON, 7}, /* face = acid sphere. generator */ 731 { AT_POISON, 7}, /* face = acid sphere. generator */
867 {
868 AT_POISON, 7}, /* poisoncloud face */ 732 { AT_POISON, 7}, /* poisoncloud face */
869 {
870 AT_SLOW, 8}, 733 { AT_SLOW, 8},
871 {
872 AT_PARALYZE, 9}, 734 { AT_PARALYZE, 9},
873 {
874AT_FEAR, 10}}; 735 { AT_FEAR, 10},
875 736};
876
877 737
878/* shuffle_attack: peterm 738/* shuffle_attack: peterm
879 * This routine shuffles the attack of op to one of the 739 * This routine shuffles the attack of op to one of the
880 * ones in the list. It does this at random. It also 740 * ones in the list. It does this at random. It also
881 * chooses a face appropriate to the attack that is 741 * chooses a face appropriate to the attack that is
1019 879
1020int 880int
1021cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 881cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1022{ 882{
1023 int success; 883 int success;
1024 player *pl;
1025 object *spell; 884 object *spell;
1026 885
1027 if (!spell_ob->other_arch) 886 if (!spell_ob->other_arch)
1028 { 887 {
1029 LOG (llevError, "cast_party_spell: empty other arch\n"); 888 LOG (llevError, "cast_party_spell: empty other arch\n");
1030 return 0; 889 return 0;
1031 } 890 }
891
1032 spell = arch_to_object (spell_ob->other_arch); 892 spell = arch_to_object (spell_ob->other_arch);
1033 893
1034 /* Always cast spell on caster */ 894 /* Always cast spell on caster */
1035 success = cast_spell (op, caster, dir, spell, stringarg); 895 success = cast_spell (op, caster, dir, spell, stringarg);
1036 896
1037 if (caster->contr->party == NULL) 897 if (caster->contr->party == NULL)
1038 { 898 {
1039 spell->remove (); 899 spell->remove ();
1040 return success; 900 return success;
1041 } 901 }
902
1042 for_all_players (pl) 903 for_all_players (pl)
1043 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 904 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1044 {
1045 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 905 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1046 } 906
1047 spell->remove (); 907 spell->remove ();
1048 return success; 908 return success;
1049} 909}
1050 910
1051/* This is where the main dispatch when someone casts a spell. 911/* This is where the main dispatch when someone casts a spell.
1073 * 933 *
1074 * if it is a player casting the spell (op->type == PLAYER, op == caster), 934 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1075 * this function will decrease the mana/grace appropriately. For other 935 * this function will decrease the mana/grace appropriately. For other
1076 * objects, the caller should do what it considers appropriate. 936 * objects, the caller should do what it considers appropriate.
1077 */ 937 */
1078
1079int 938int
1080cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 939cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1081{ 940{
1082 const char *godname; 941 const char *godname;
1083 int success = 0, mflags, cast_level = 0, old_shoottype; 942 int success = 0, cast_level = 0;
1084 object *skill = NULL; 943 object *skill = NULL;
1085
1086 old_shoottype = op->contr ? op->contr->shoottype : 0;
1087 944
1088 if (!spell_ob) 945 if (!spell_ob)
1089 { 946 {
1090 LOG (llevError, "cast_spell: null spell object passed\n"); 947 LOG (llevError, "cast_spell: null spell object passed\n");
1091 return 0; 948 return 0;
1119 * need to have the right skill pointer passed, so we need to 976 * need to have the right skill pointer passed, so we need to
1120 * at least process that code. 977 * at least process that code.
1121 */ 978 */
1122 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
1123 { 980 {
1124 cast_level = caster_level (caster, spell_ob);
1125 if (spell_ob->skill) 981 if (spell_ob->skill)
1126 { 982 {
1127 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
984
1128 if (!skill) 985 if (!skill)
1129 { 986 {
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 987 op->failmsg (format ("You need the skill %s to cast %s! "
988 "H<You either need to learn the skill via a skill scroll "
989 "or you need to wear a talisman or holy symbol.>",
990 &spell_ob->skill, &spell_ob->name));
1131 return 0; 991 return 0;
1132 } 992 }
1133 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993
994 const char *msg = "";
995
996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
1134 { 999 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
1011 {
1012 op->failmsg (format ("You lack enough skill to cast that spell! "
1013 "H<Your effective cast level is %d%s, but level %d is required.>",
1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1136 return 0; 1016 return 0;
1137 } 1017 }
1138 } 1018 }
1019
1139 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1140 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1141 */ 1022 */
1142 if (!QUERY_FLAG (op, FLAG_WIZ)) 1023 if (!QUERY_FLAG (op, FLAG_WIZ))
1143 { 1024 {
1144 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1145 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1146 { 1027 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1028 op->failmsg ("You don't have enough mana!");
1148 return 0; 1029 return 0;
1149 } 1030 }
1150 1031
1151 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1152 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1153 { 1034 {
1154 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1035 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1155 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1036 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1037 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1158 }
1159 else 1038 else
1160 { 1039 {
1161 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1040 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1041 op->failmsg (format ("%s ignores your prayer.", godname));
1163 return 0; 1042 return 0;
1164 } 1043 }
1165 } 1044 }
1166 1045
1167 /* player/monster is trying to cast the spell. might fumble it */ 1046 /* player/monster is trying to cast the spell. might fumble it */
1168 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1047 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1169 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1048 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1170 { 1049 {
1171 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1050 op->contr->play_sound (sound_find ("fumble_spell"));
1172 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1051 op->failmsg ("You fumble the prayer.");
1173 if (settings.casting_time == TRUE) 1052
1174 {
1175 op->casting_time = -1;
1176 }
1177 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1053 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1178 return 0; 1054 return 0;
1179 } 1055 }
1180 else if (spell_ob->stats.sp) 1056 else if (spell_ob->stats.sp)
1181 { 1057 {
1182 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1058 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1183 1059
1184 if (failure < 0) 1060 if (failure < 0)
1185 { 1061 {
1186 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1062 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1187 if (settings.spell_failure_effects == TRUE) 1063 if (settings.spell_failure_effects == TRUE)
1188 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1064 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1189 op->contr->shoottype = (rangetype) old_shoottype; 1065
1190 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1066 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1191 return 0; 1067 return 0;
1192 } 1068 }
1193 } 1069 }
1194 } 1070 }
1195 } 1071 }
1196 1072
1197 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1073 int mflags = op->ms ().flags ();
1198 1074
1199 /* See if we can cast a spell here. If the caster and op are 1075 /* See if we can cast a spell here. If the caster and op are
1200 * not alive, then this would mean that the mapmaker put the 1076 * not alive, then this would mean that the mapmaker put the
1201 * objects on the space - presume that they know what they are 1077 * objects on the space - presume that they know what they are
1202 * doing. 1078 * doing.
1203 */ 1079 */
1204 1080
1205 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1081 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1206 { 1082 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1083 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1208 return 0; 1084 return 0;
1209 } 1085 }
1210 1086
1211 if ((spell_ob->type == SPELL) 1087 if ((spell_ob->type == SPELL)
1212 && (caster->type != POTION) 1088 && (caster->type != POTION)
1217 { 1093 {
1218 if (op->type != PLAYER) 1094 if (op->type != PLAYER)
1219 return 0; 1095 return 0;
1220 1096
1221 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1097 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1098 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1223 else 1099 else if (object *item = op->contr->ranged_ob)
1224 switch (op->contr->shoottype)
1225 { 1100 {
1226 case range_magic: 1101 if (item->type == SPELL)
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1102 op->failmsg ("Something blocks your spellcasting.");
1228 break; 1103 else if (item->type == SCROLL)
1229 case range_misc: 1104 op->failmsg ("Something blocks the magic of your scroll.");
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1231 break;
1232 case range_golem:
1233 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1234 break;
1235 default:
1236 break;
1237 }
1238 return 0;
1239 }
1240
1241 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1242 {
1243 if (op->casting_time == -1)
1244 { /* begin the casting */
1245 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1246 op->spell = spell_ob;
1247 /* put the stringarg into the object struct so that when the
1248 * spell is actually cast, it knows about the stringarg.
1249 * necessary for the invoke command spells.
1250 */
1251 if (stringarg)
1252 {
1253 op->spellarg = strdup (stringarg);
1254 }
1255 else 1105 else
1256 op->spellarg = NULL; 1106 op->failmsg ("Something blocks the magic of your item.");
1257 return 0;
1258 }
1259 else if (op->casting_time != 0)
1260 {
1261 if (op->type == PLAYER)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1263 return 0;
1264 } 1107 }
1265 else 1108 else
1266 { /* casting_time == 0 */ 1109 op->failmsg ("Something blocks the spell!");
1267 op->casting_time = -1; 1110
1268 spell_ob = op->spell; 1111 return 0;
1269 stringarg = op->spellarg;
1270 }
1271 }
1272 else
1273 { 1112 }
1113
1274 /* Take into account how long it takes to cast the spell. 1114 /* Take into account how long it takes to cast the spell.
1275 * if the player is casting it, then we use the time in 1115 * if the player is casting it, then we use the time in
1276 * the spell object. If it is a spell object, have it 1116 * the spell object. If it is a spell object, have it
1277 * take two ticks. Things that cast spells on the players 1117 * take two ticks. Things that cast spells on the players
1278 * behalf (eg, altars, and whatever else) shouldn't cost 1118 * behalf (eg, altars, and whatever else) shouldn't cost
1279 * the player any time. 1119 * the player any time.
1280 * Ignore casting time for firewalls 1120 * Ignore casting time for firewalls
1121 */
1122 if (caster == op && caster->type != FIREWALL)
1123 {
1124 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1125 /* Other portions of the code may also decrement the speed of the player, so
1126 * put a lower limit so that the player isn't stuck here too long
1281 */ 1127 */
1282 if (caster == op && caster->type != FIREWALL)
1283 {
1284 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1285 /* Other portions of the code may also decrement the speed of the player, so
1286 * put a lower limit so that the player isn't stuck here too long
1287 */
1288 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1128 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1289 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1129 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1290 } 1130 }
1291 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1131 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1292 {
1293 op->speed_left -= 2 * FABS (op->speed); 1132 op->speed_left -= 2 * FABS (op->speed);
1294 }
1295 }
1296 1133
1297 if (op->type == PLAYER && op == caster) 1134 if (op->type == PLAYER && op == caster)
1298 { 1135 {
1299 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1136 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1300 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1137 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1307 if (op != caster && !skill && caster->skill) 1144 if (op != caster && !skill && caster->skill)
1308 { 1145 {
1309 skill = find_skill_by_name (op, caster->skill); 1146 skill = find_skill_by_name (op, caster->skill);
1310 if (!skill) 1147 if (!skill)
1311 { 1148 {
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1149 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1313 return 0; 1150 return 0;
1314 } 1151 }
1152
1315 change_skill (op, skill, 0); /* needed for proper exp credit */ 1153 op->change_skill (skill); /* needed for proper exp credit */
1316 } 1154 }
1155
1156 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1157 return RESULT_INT (0);
1317 1158
1318 switch (spell_ob->subtype) 1159 switch (spell_ob->subtype)
1319 { 1160 {
1320 /* The order of case statements is same as the order they show up 1161 /* The order of case statements is same as the order they show up
1321 * in in spells.h. 1162 * in in spells.h.
1322 */ 1163 */
1323 case SP_RAISE_DEAD: 1164 case SP_RAISE_DEAD:
1324 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1325 break; 1166 break;
1326 1167
1327 case SP_RUNE: 1168 case SP_RUNE:
1355 case SP_SMITE: 1196 case SP_SMITE:
1356 success = cast_smite_spell (op, caster, dir, spell_ob); 1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1357 break; 1198 break;
1358 1199
1359 case SP_MAGIC_MISSILE: 1200 case SP_MAGIC_MISSILE:
1360 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1201 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1361 break; 1202 break;
1362 1203
1363 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1364 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1365 old_shoottype = range_golem;
1366 break; 1206 break;
1367 1207
1368 case SP_DIMENSION_DOOR: 1208 case SP_DIMENSION_DOOR:
1369 /* dimension door needs the actual caster, because that is what is 1209 /* dimension door needs the actual caster, because that is what is
1370 * moved. 1210 * moved.
1443#ifdef NO_POLYMORPH 1283#ifdef NO_POLYMORPH
1444 /* Not great, but at least provide feedback so if players do have 1284 /* Not great, but at least provide feedback so if players do have
1445 * polymorph (ie, find it as a preset item or left over from before 1285 * polymorph (ie, find it as a preset item or left over from before
1446 * it was disabled), they get some feedback. 1286 * it was disabled), they get some feedback.
1447 */ 1287 */
1448 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1288 op->failmsg ("The spell fizzles!");
1449 success = 0; 1289 success = 0;
1450#else 1290#else
1451 success = cast_polymorph (op, caster, spell_ob, dir); 1291 success = cast_polymorph (op, caster, spell_ob, dir);
1452#endif 1292#endif
1453 break; 1293 break;
1473 break; 1313 break;
1474 1314
1475 case SP_MOVING_BALL: 1315 case SP_MOVING_BALL:
1476 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1316 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1477 { 1317 {
1478 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1479 success = 0; 1319 success = 0;
1480 } 1320 }
1481 else 1321 else
1482 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1483 break; 1323 break;
1484 1324
1485 case SP_SWARM: 1325 case SP_SWARM:
1486 success = fire_swarm (op, caster, spell_ob, dir); 1326 success = fire_swarm (op, caster, spell_ob, dir);
1487 break; 1327 break;
1503 success = cast_consecrate (op, caster, spell_ob); 1343 success = cast_consecrate (op, caster, spell_ob);
1504 break; 1344 break;
1505 1345
1506 case SP_ANIMATE_WEAPON: 1346 case SP_ANIMATE_WEAPON:
1507 success = animate_weapon (op, caster, spell_ob, dir); 1347 success = animate_weapon (op, caster, spell_ob, dir);
1508 old_shoottype = range_golem;
1509 break; 1348 break;
1510 1349
1511 case SP_LIGHT: 1350 case SP_LIGHT:
1512 success = cast_light (op, caster, spell_ob, dir); 1351 success = cast_light (op, caster, spell_ob, dir);
1513 break; 1352 break;
1526 1365
1527 case SP_AURA: 1366 case SP_AURA:
1528 success = create_aura (op, caster, spell_ob); 1367 success = create_aura (op, caster, spell_ob);
1529 break; 1368 break;
1530 1369
1531 case SP_TOWN_PORTAL:
1532 success = cast_create_town_portal (op, caster, spell_ob, dir);
1533 break;
1534
1535 case SP_PARTY_SPELL: 1370 case SP_PARTY_SPELL:
1536 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1537 break; 1372 break;
1538 1373
1539 default: 1374 default:
1540 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1541 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1375 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1542 }
1543
1544 /* FIXME - we need some better sound suppport */
1545 // yes, for example, augment map info with the spell effect
1546 // so clients can calculate the sounds themselves
1547 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1548
1549 /* free the spell arg */
1550 if (settings.casting_time == TRUE && stringarg)
1551 { 1376 }
1552 free (stringarg); 1377
1553 stringarg = NULL; 1378 op->play_sound (
1554 } 1379 success
1555 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1380 ? spell_ob->sound
1556 * to something like use_magic_item, but you really want to be able to fire 1381 ? spell_ob->sound
1557 * it again. 1382 : sound_find ("spell_success")
1558 */ 1383 : sound_find ("fumble_spell")
1559 if (op->contr) 1384 );
1560 op->contr->shoottype = (rangetype) old_shoottype;
1561 1385
1562 return success; 1386 return success;
1563} 1387}
1564 1388
1565
1566/* This is called from time.c/process_object(). That function 1389/* This is called from time.c/process_object(). That function
1567 * calls this for any SPELL_EFFECT type objects. This function 1390 * calls this for any SPELL_EFFECT type objects. This function
1568 * then dispatches them to the appropriate specific routines. 1391 * then dispatches them to the appropriate specific routines.
1569 */ 1392 */
1570void 1393void
1571move_spell_effect (object *op) 1394move_spell_effect (object *op)
1572{ 1395{
1630 check_bullet (op); 1453 check_bullet (op);
1631 return; 1454 return;
1632 } 1455 }
1633} 1456}
1634 1457
1635/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1636 * moves onto a spell effect and the walk_on or fly_on flags 1459 * moves onto a spell effect and the walk_on or fly_on flags
1637 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1638 * objects of the appropraite type. 1461 * objects of the appropriate type.
1639 */ 1462 */
1640void 1463void
1641apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1642{ 1465{
1643 switch (spell->subtype) 1466 switch (spell->subtype)
1658 break; 1481 break;
1659 1482
1660 case SP_MOVING_BALL: 1483 case SP_MOVING_BALL:
1661 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1484 if (QUERY_FLAG (victim, FLAG_ALIVE))
1662 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1663 else if (victim->material || victim->materialname) 1486 else if (victim->materialname)
1664 save_throw_object (victim, spell->attacktype, spell); 1487 save_throw_object (victim, spell->attacktype, spell);
1665 break; 1488 break;
1666 } 1489 }
1667} 1490}
1491

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