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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.12 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_util.C,v 1.12 2006/09/11 20:26:41 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
13 7 *
14 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
17 (at your option) any later version. 11 * (at your option) any later version.
18 12 *
19 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details. 16 * GNU General Public License for more details.
23 17 *
24 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
27 21 * The authors can be reached via e-mail to <support@deliantra.net>
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/ 22 */
30
31 23
32#include <global.h> 24#include <global.h>
33#include <spells.h> 25#include <spells.h>
34#include <object.h> 26#include <object.h>
35#include <errno.h> 27#include <errno.h>
36#ifndef __CEXTRACT__
37# include <sproto.h> 28#include <sproto.h>
38#endif
39#include <sounds.h> 29#include <sounds.h>
40 30
41extern char *spell_mapping[]; 31extern char *spell_mapping[];
42 32
43/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
46 */ 36 */
47object * 37object *
48find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
49{ 39{
50 int k = 0, s; 40 int k = 0, s;
51 object *tmp;
52 41
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 k++; 44 k++;
56 45
57 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
58 if (!k) 47 if (!k)
59 return NULL; 48 return NULL;
60 49
61 s = RANDOM () % k; 50 s = RANDOM () % k;
62 51
63 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
64 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
65 {
66 if (!s) 54 if (!s)
67 return tmp; 55 return tmp;
68 else 56 else
69 s--; 57 s--;
70 } 58
71 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
72 return NULL; 60 return 0;
73} 61}
74 62
75/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
76 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
77 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
87 dest->skill = spob->skill; 75 dest->skill = spob->skill;
88 else 76 else
89 dest->skill = caster->skill; 77 dest->skill = caster->skill;
90} 78}
91 79
92/* init_spells: This should really be called check_spells, as that
93 * is what it does. It goes through the spells looking for any
94 * obvious errors. This was most useful in debugging when re-doing
95 * all the spells to catch simple errors. To use it all the time
96 * will result in it spitting out messages that aren't really errors.
97 */
98void
99init_spells (void)
100{
101#ifdef SPELL_DEBUG
102 static int init_spells_done = 0;
103 int i;
104 archetype *at;
105
106 if (init_spells_done)
107 return;
108 LOG (llevDebug, "Checking spells...\n");
109
110 for (at = first_archetype; at; at = at->next)
111 {
112 if (at->clone.type == SPELL)
113 {
114 if (at->clone.skill)
115 {
116 for (i = 1; i < NUM_SKILLS; i++)
117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
119 if (i == NUM_SKILLS)
120 {
121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
122 }
123 }
124 /* other_arch is already checked for in the loader */
125 }
126 }
127
128 i = 0;
129 while (spell_mapping[i])
130 {
131 if (!find_archetype (spell_mapping[i]))
132 {
133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134 }
135 i++;
136 }
137 LOG (llevDebug, "Checking spells completed.\n");
138#endif
139}
140
141/* Dumps all the spells - now also dumps skill associated with the spell.
142 * not sure what this would be used for, as the data seems pretty
143 * minimal, but easy enough to keep around.
144 */
145void
146dump_spells (void)
147{
148 archetype *at;
149
150 for (at = first_archetype; at; at = at->next)
151 {
152 if (at->clone.type == SPELL)
153 {
154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
156 }
157 }
158}
159
160/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
161 * 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
162 */ 82 */
163
164void 83void
165spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
166{ 85{
167
168 if (spob->other_arch != NULL) 86 if (spob->other_arch)
169 { 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
170 object *effect = arch_to_object (spob->other_arch);
171
172 effect->x = x;
173 effect->y = y;
174
175 insert_ob_in_map (effect, map, originator, 0);
176 }
177} 88}
178 89
179/* 90static int
180 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
181 * effective level the caster needs to be to cast the spell.
182 * basically, it just adjusts the spell->level with attuned/repelled
183 * spellpaths. Was called path_level_mod
184 *
185 * caster is person casting hte spell.
186 * spell is the spell object.
187 * Returns modified level.
188 */
189int
190min_casting_level (object *caster, object *spell)
191{ 92{
192 int new_level; 93 // compute the attuned/repelled bonus
193 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
194 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
195 { 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
196 /* This case is not a bug, just the fact that this function is 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
197 * usually called BEFORE checking for path_deny. -AV
198 */
199#if 0
200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
201#endif
202 return 1;
203 }
204 new_level = spell->level
205 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
206 return (new_level < 1) ? 1 : new_level;
207} 98}
208
209 99
210/* This function returns the effective level the spell 100/* This function returns the effective level the spell
211 * is being cast at. 101 * is being cast at.
212 * Note that I changed the repelled/attuned bonus to 2 from 5.
213 * This is because the new code compares casting_level against
214 * min_caster_level, so the difference is effectively 4
215 */ 102 */
216
217int 103int
218caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
219{ 105{
220 int level = caster->level; 106 int level = caster->level;
221
222 /* If this is a player, try to find the matching skill */
223 if (caster->type == PLAYER && spell->skill)
224 {
225 int i;
226
227 for (i = 0; i < NUM_SKILLS; i++)
228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
229 {
230 level = caster->contr->last_skill_ob[i]->level;
231 break;
232 }
233 }
234 107
235 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
237 { 110 {
238 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
239 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
240 113
241 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
242 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
243 119
244 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
245 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 121
122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
246 127
247 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
248 * errors in various places. 129 * errors in various places.
249 */ 130 */
250 if (level < 1)
251 level = 1;
252 return level; 131 return max (level, 1);
253} 132}
254 133
255/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
256 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
257 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
261 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
262 * spell is the spell object. 141 * spell is the spell object.
263 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
264 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
265 */ 144 */
266
267sint16 145sint16
268SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
269{ 147{
270 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
271 149
272 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
273 { 151 {
274 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
275 { 153 {
296 else 174 else
297 { 175 {
298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
299 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
300 sp = 1; 178 sp = 1;
179
301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
302 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
303 grace = 1; 182 grace = 1;
304 } 183 }
184
305 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
306 return MAX (sp, grace); 186 return MAX (sp, grace);
307 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
308 return grace; 188 return grace;
309 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
313 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
314 return 0; 194 return 0;
315 } 195 }
316} 196}
317 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
318 208
319/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
320 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
321 */ 211 */
322int 212int
323SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
324{ 214{
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level (caster, spob);
327
328 if (adj < 0)
329 adj = 0;
330 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
331 adj /= spob->dam_modifier;
332 else
333 adj = 0;
334 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
335} 219}
336 220
337/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
338 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
339 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
340 */ 224 */
341int 225int
342SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
343{ 227{
344 int level = caster_level (caster, spob);
345 int adj = level - min_casting_level (caster, spob);
346
347 if (adj < 0)
348 adj = 0;
349 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
350 adj /= spob->duration_modifier;
351 else
352 adj = 0;
353
354 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
355} 232}
356 233
357/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
358 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
359 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
360 */ 237 */
361int 238int
362SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
363{ 240{
364 int level = caster_level (caster, spob);
365 int adj = level - min_casting_level (caster, spob);
366
367 if (adj < 0)
368 adj = 0;
369 if (spob->range_modifier) 241 if (!spob->range_modifier)
370 adj /= spob->range_modifier;
371 else
372 adj = 0;
373
374 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
375} 245}
376 246
377/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
378 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
379 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
380 */ 250 */
381object * 251object *
382check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
383{ 253{
384 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
385 256
386 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
387 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
388 return spop; 259 return spop;
389 260
390 return NULL; 261 return 0;
391} 262}
392
393 263
394/* 264/*
395 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
396 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
397 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
398 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
399 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
400 * exact match, we also return NULL. 270 * exact match, we also return NULL.
401 */ 271 */
402
403object * 272object *
404lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
405{ 274{
406 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
407 int nummatch = 0; 276 int nummatch = 0;
451 * reflect_spell fails.) 320 * reflect_spell fails.)
452 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
453 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
454 */ 323 */
455int 324int
456reflwall (mapstruct *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
457{ 326{
458 object *op;
459
460 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
461 return 0; 328 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 329
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332 && (!QUERY_FLAG (op, FLAG_ALIVE)
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1; 334 return 1;
466 335
467 return 0; 336 return 0;
468} 337}
469 338
475 * in. 344 * in.
476 */ 345 */
477int 346int
478cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
479{ 348{
480 mapstruct *m; 349 maptile *m;
481 sint16 sx, sy; 350 sint16 sx, sy;
482 351
483 if (dir && 352 if (dir &&
484 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
485 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
486 { 355 {
487 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
488 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
489 dir = 0; 358 dir = 0;
490 } 359 }
491 new_op->x = op->x + freearr_x[dir]; 360
492 new_op->y = op->y + freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
493 if (dir == 0) 362 op->map->insert (new_op,
494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
495 else 364 op,
496 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
497 return dir; 367 return dir;
498} 368}
499 369
500/* Returns true if it is ok to put spell *op on the space/may provided. 370/* Returns true if it is ok to put spell *op on the space/may provided.
501 * immune_stop is basically the attacktype of the spell (why 371 * immune_stop is basically the attacktype of the spell (why
503 * has the AT_MAGIC bit set, and there is a counterwall 373 * has the AT_MAGIC bit set, and there is a counterwall
504 * on the space, the object doesn't get placed. if immune stop 374 * on the space, the object doesn't get placed. if immune stop
505 * does not have AT_MAGIC, then counterwalls do not effect the spell. 375 * does not have AT_MAGIC, then counterwalls do not effect the spell.
506 * 376 *
507 */ 377 */
508
509int 378int
510ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop) 379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
511{ 380{
512 object *tmp; 381 if (!xy_normalise (m, x, y))
513 int mflags;
514 mapstruct *mp;
515
516 mp = m;
517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
518
519 if (mflags & P_OUT_OF_MAP)
520 return 0; 382 return 0;
521 383
522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 384 mapspace &ms = m->at (x, y);
385 ms.update ();
386
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
523 return 0; 388 return 0;
524 389
525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 { 391 {
527 /* If there is a counterspell on the space, and this 392 /* If there is a counterspell on the space, and this
528 * object is using magic, don't progress. I believe we could 393 * object is using magic, don't progress. I believe we could
529 * leave this out and let in progress, and other areas of the code 394 * leave this out and let in progress, and other areas of the code
530 * will then remove it, but that would seem to to use more 395 * will then remove it, but that would seem to to use more
531 * resources, and may not work as well if a player is standing 396 * resources, and may not work as well if a player is standing
532 * on top of a counterwall spell (may hit the player before being 397 * on top of a counterwall spell (may hit the player before being
533 * removed.) On the other hand, it may be more dramatic for the 398 * removed.) On the other hand, it may be more dramatic for the
534 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
535 */ 400 */
536 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 403 && (tmp->type != PLAYER)
404 && (tmp->type != WEAPON)
405 && (tmp->type != BOW)
406 && (tmp->type != ARROW)
407 && (tmp->type != GOLEM)
408 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
409 // we special case floor here because there
410 // are sometimes spell effect floors
411 // which are used to inflict damage
412 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC))
539 return 0; 415 return 0;
540 416
541 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
542 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
543 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
550 /* 426 /*
551 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
552 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
553 * playability reasons. 429 * playability reasons.
554 */ 430 */
555 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
556 && tmp->type == op->type 432 && tmp->type == op->type
557 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
559 { 436 {
560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
561 tmp->range = MAX (tmp->range, op->range); 438 tmp->range = MAX (tmp->range, op->range);
562 tmp->duration = MAX (tmp->duration, op->duration); 439 tmp->duration = MAX (tmp->duration, op->duration);
563 return 0; 440 return 0;
565 442
566 /* Perhaps we should also put checks in for no magic and unholy 443 /* Perhaps we should also put checks in for no magic and unholy
567 * ground to prevent it from moving along? 444 * ground to prevent it from moving along?
568 */ 445 */
569 } 446 }
447
570 /* If it passes the above tests, it must be OK */ 448 /* If it passes the above tests, it must be OK */
571 return 1; 449 return 1;
572} 450}
573 451
574/* fire_arch_from_position: fires an archetype. 452/* fire_arch_from_position: fires an archetype.
579 * dir: direction to fire in. 457 * dir: direction to fire in.
580 * spell: spell that is being fired. It uses other_arch for the archetype 458 * spell: spell that is being fired. It uses other_arch for the archetype
581 * to fire. 459 * to fire.
582 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
583 */ 461 */
584
585int 462int
586fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
587{ 464{
588 object *tmp;
589 int mflags;
590 mapstruct *m;
591
592 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
593 return 0; 466 return 0;
594 467
595 m = op->map; 468 object *tmp = spell->other_arch->instance ();
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601 469
602 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
603
604 if (tmp == NULL)
605 return 0; 471 return 0;
606
607 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
610 free_object (tmp);
611 return 0;
612 }
613
614
615 472
616 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
619 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir; 479 tmp->direction = dir;
625 if (get_owner (op) != NULL) 480 tmp->set_owner (op);
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
631 483
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
636 return 0; 487 return 0;
637 } 488
638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
639 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
640 491
641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
642 return 1;
643
644 move_spell_effect (tmp); 493 move_spell_effect (tmp);
645 494
646 return 1; 495 return 1;
647} 496}
648
649
650 497
651/***************************************************************************** 498/*****************************************************************************
652 * 499 *
653 * Code related to rods - perhaps better located in another file? 500 * Code related to rods - perhaps better located in another file?
654 * 501 *
655 ****************************************************************************/ 502 ****************************************************************************/
656
657void 503void
658regenerate_rod (object *rod) 504regenerate_rod (object *rod)
659{ 505{
660 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
661 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
663
664 if (rod->stats.hp > rod->stats.maxhp)
665 rod->stats.hp = rod->stats.maxhp;
666 }
667} 508}
668
669 509
670void 510void
671drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
672{ 512{
673 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 513 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
674} 514}
675
676
677
678 515
679/* this function is commonly used to find a friendly target for 516/* this function is commonly used to find a friendly target for
680 * spells such as heal or protection or armour 517 * spells such as heal or protection or armour
681 * op is what is looking for the target (which can be a player), 518 * op is what is looking for the target (which can be a player),
682 * dir is the direction we are looking in. Return object found, or 519 * dir is the direction we are looking in. Return object found, or
683 * NULL if no good object. 520 * NULL if no good object.
684 */ 521 */
685
686object * 522object *
687find_target_for_friendly_spell (object *op, int dir) 523find_target_for_friendly_spell (object *op, int dir)
688{ 524{
689 object *tmp; 525 object *tmp;
690 mapstruct *m;
691 sint16 x, y;
692 int mflags;
693 526
694 /* I don't really get this block - if op isn't a player or rune, 527 /* I don't really get this block - if op isn't a player or rune,
695 * we then make the owner of this object the target. 528 * we then make the owner of this object the target.
696 * The owner could very well be no where near op. 529 * The owner could very well be no where near op.
697 */ 530 */
698 if (op->type != PLAYER && op->type != RUNE) 531 if (op->type != PLAYER && op->type != RUNE)
699 { 532 {
700 tmp = get_owner (op); 533 tmp = op->owner;
701 /* If the owner does not exist, or is not a monster, than apply the spell 534 /* If the owner does not exist, or is not a monster, than apply the spell
702 * to the caster. 535 * to the caster.
703 */ 536 */
704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
705 tmp = op; 538 tmp = op;
706 } 539 }
707 else 540 else
708 { 541 {
709 m = op->map; 542 maptile *m = op->map;
710 x = op->x + freearr_x[dir]; 543 sint16 x = op->x + freearr_x[dir];
711 y = op->y + freearr_y[dir]; 544 sint16 y = op->y + freearr_y[dir];
712
713 mflags = get_map_flags (m, &m, x, y, &x, &y);
714
715 if (mflags & P_OUT_OF_MAP)
716 tmp = NULL;
717 else
718 { 545
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 546 tmp = xy_normalise (m, x, y)
720 if (tmp->type == PLAYER) 547 ? m->at (x, y).player ()
721 break; 548 : 0;
722 }
723 } 549 }
550
724 /* didn't find a player there, look in current square for a player */ 551 /* didn't find a player there, look in current square for a player */
725 if (tmp == NULL) 552 if (!tmp)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 553 tmp = op->ms ().player ();
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
731 554
732 return tmp; 555 return tmp;
733} 556}
734
735
736 557
737/* raytrace: 558/* raytrace:
738 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * spell_find_dir(map, x, y, exclude) will search first the center square
739 * then some close squares in the given map at the given coordinates for 560 * then some close squares in the given map at the given coordinates for
740 * live objects. 561 * live objects.
743 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
744 * It returns the direction toward the first/closest live object if it finds 565 * It returns the direction toward the first/closest live object if it finds
745 * any, otherwise -1. 566 * any, otherwise -1.
746 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
747 */ 568 */
748
749int 569int
750spell_find_dir (mapstruct *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
751{ 571{
752 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
753 sint16 nx, ny; 573 sint16 nx, ny;
754 int owner_type = 0, mflags; 574 int owner_type = 0, mflags;
755 object *tmp; 575 object *tmp;
756 mapstruct *mp; 576 maptile *mp;
757 577
758 if (exclude && exclude->head) 578 if (exclude && exclude->head)
759 exclude = exclude->head; 579 exclude = exclude->head;
760 if (exclude && exclude->type) 580 if (exclude && exclude->type)
761 owner_type = exclude->type; 581 owner_type = exclude->type;
767 mp = m; 587 mp = m;
768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 588 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 589 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue; 590 continue;
771 591
772 tmp = get_map_ob (mp, nx, ny); 592 tmp = GET_MAP_OB (mp, nx, ny);
773 593
774 while (tmp != NULL && (((owner_type == PLAYER && 594 while (tmp != NULL && (((owner_type == PLAYER &&
775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 595 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 596 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
777 tmp = tmp->above; 597 tmp = tmp->above;
780 return freedir[i]; 600 return freedir[i];
781 } 601 }
782 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
783} 603}
784 604
785
786
787/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
788 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
789 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
790 */ 608 */
791
792void 609void
793put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
794{ 611{
795 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
796 archetype *at; 613 archetype *at;
797 int dir; 614 int dir;
798 615
799 /* Handle cases where we are passed a bogus mosntername */ 616 /* Handle cases where we are passed a bogus mosntername */
800 617
801 if ((at = find_archetype (monstername)) == NULL) 618 if ((at = archetype::find (monstername)) == NULL)
802 return; 619 return;
803 620
804 /* find a free square nearby 621 /* find a free square nearby
805 * first we check the closest square for free squares 622 * first we check the closest square for free squares
806 */ 623 */
807 624
808 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 625 dir = find_first_free_spot (at, op->map, op->x, op->y);
809 if (dir != -1) 626 if (dir != -1)
810 { 627 {
811 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
812 * insert multipart monsters properly 629 * insert multipart monsters properly
813 */ 630 */
631 //TODO: use expand_tail + ...
814 while (at != NULL) 632 while (at != NULL)
815 { 633 {
816 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
817 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
818 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
819 tmp->map = op->map; 637 tmp->map = op->map;
820 if (head) 638 if (head)
821 { 639 {
822 tmp->head = head; 640 tmp->head = head;
823 prev->more = tmp; 641 prev->more = tmp;
824 } 642 }
643
825 if (!head) 644 if (!head)
826 head = tmp; 645 head = tmp;
646
827 prev = tmp; 647 prev = tmp;
648
828 at = at->more; 649 at = (archetype *)at->more;
829 } 650 }
830 651
831 if (head->randomitems) 652 if (head->randomitems)
832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
833 654
834 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
835 656
836 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
837 tmp = get_archetype ("burnout"); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
838 tmp->map = op->map;
839 tmp->x = op->x + freearr_x[dir];
840 tmp->y = op->y + freearr_y[dir];
841 insert_ob_in_map (tmp, op->map, op, 0);
842 } 659 }
843} 660}
844 661
845/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
846 * places them in nearby squares. 663 * places them in nearby squares.
873{ 690{
874 int attacktype; 691 int attacktype;
875 int face; 692 int face;
876} ATTACKS[22] = 693} ATTACKS[22] =
877{ 694{
878 {
879 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
880 {
881 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
882 {
883 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
884 {
885 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
886 {
887 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
888 {
889 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
890 {
891 AT_FIRE, 2}, 701 { AT_FIRE, 2},
892 {
893 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
894 {
895 AT_FIRE, 2}, 703 { AT_FIRE, 2},
896 {
897 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
898 {
899 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
901 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
902 {
903 AT_COLD, 4}, 707 { AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4}, 709 { AT_COLD, 4},
908 {
909 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
910 {
911 AT_POISON, 7}, 711 { AT_POISON, 7},
912 {
913 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
914 {
915 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
916 {
917 AT_SLOW, 8}, 714 { AT_SLOW, 8},
918 {
919 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
920 {
921AT_FEAR, 10}}; 716 { AT_FEAR, 10},
922 717};
923
924 718
925/* shuffle_attack: peterm 719/* shuffle_attack: peterm
926 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
927 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
928 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
973 if (failure <= -20 && failure > -40) /* wonder */ 767 if (failure <= -20 && failure > -40) /* wonder */
974 { 768 {
975 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 769 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
976 tmp = get_archetype (SPELL_WONDER); 770 tmp = get_archetype (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp); 771 cast_cone (op, op, 0, tmp);
978 free_object (tmp); 772 tmp->destroy ();
979 } 773 }
980 774
981 else if (failure <= -40 && failure > -60) /* confusion */ 775 else if (failure <= -40 && failure > -60) /* confusion */
982 { 776 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 777 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
1017 if (failure <= -20 && failure > -40) /* wonder */ 811 if (failure <= -20 && failure > -40) /* wonder */
1018 { 812 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1020 tmp = get_archetype (SPELL_WONDER); 814 tmp = get_archetype (SPELL_WONDER);
1021 cast_cone (op, op, 0, tmp); 815 cast_cone (op, op, 0, tmp);
1022 free_object (tmp); 816 tmp->destroy ();
1023 } 817 }
1024 818
1025 else if (failure <= -40 && failure > -60) /* confusion */ 819 else if (failure <= -40 && failure > -60) /* confusion */
1026 { 820 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 821 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1046 else 840 else
1047 { 841 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA); 843 tmp = get_archetype (LOOSE_MANA);
1050 tmp->level = skill->level; 844 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053 845
1054 /* increase the area of destruction a little for more powerful spells */ 846 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power); 847 tmp->range += isqrt (power);
1056 848
1057 if (power > 25) 849 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power); 850 tmp->stats.dam = 25 + isqrt (power);
1059 else 851 else
1060 tmp->stats.dam = power; /* nasty recoils! */ 852 tmp->stats.dam = power; /* nasty recoils! */
1061 853
1062 tmp->stats.maxhp = tmp->count; 854 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0); 855
856 tmp->insert_at (op);
1064 } 857 }
1065 } 858 }
1066} 859}
1067 860
1068int 861int
1069cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 862cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1070{ 863{
1071 int success; 864 int success;
1072 player *pl;
1073 object *spell; 865 object *spell;
1074 866
1075 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1076 { 868 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0; 870 return 0;
1079 } 871 }
872
1080 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1081 874
1082 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1084 877
1085 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1086 { 879 {
1087 remove_ob (spell); 880 spell->remove ();
1088 return success; 881 return success;
1089 } 882 }
1090 for (pl = first_player; pl != NULL; pl = pl->next) 883
884 for_all_players (pl)
1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1092 {
1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1094 } 887
1095 remove_ob (spell); 888 spell->remove ();
1096 return success; 889 return success;
1097} 890}
1098 891
1099/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1100 * 893 *
1121 * 914 *
1122 * if it is a player casting the spell (op->type == PLAYER, op == caster), 915 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1123 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1124 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1125 */ 918 */
1126
1127int 919int
1128cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1129{ 921{
1130
1131 const char *godname; 922 const char *godname;
1132 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1133 object *skill = NULL; 924 object *skill = NULL;
1134
1135 old_shoottype = op->contr ? op->contr->shoottype : 0;
1136 925
1137 if (!spell_ob) 926 if (!spell_ob)
1138 { 927 {
1139 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1140 return 0; 929 return 0;
1141 } 930 }
931
1142 if (!strcmp ((godname = determine_god (op)), "none")) 932 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit"; 933 godname = "A random spirit";
1144 934
1145 /* the caller should set caster to op if appropriate */ 935 /* the caller should set caster to op if appropriate */
1146 if (!caster) 936 if (!caster)
1150 } 940 }
1151 941
1152 /* if caster is a spell casting object, this normally shouldn't be 942 /* if caster is a spell casting object, this normally shouldn't be
1153 * an issue, because they don't have any spellpaths set up. 943 * an issue, because they don't have any spellpaths set up.
1154 */ 944 */
1155 if (caster->path_denied & spell_ob->path_attuned) 945 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1156 { 946 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 947 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1158 return 0; 948 return 0;
1159 } 949 }
1160 950
1167 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1168 * at least process that code. 958 * at least process that code.
1169 */ 959 */
1170 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1171 { 961 {
1172 cast_level = caster_level (caster, spell_ob);
1173 if (spell_ob->skill) 962 if (spell_ob->skill)
1174 { 963 {
1175 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1176 if (!skill) 966 if (!skill)
1177 { 967 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1179 return 0; 972 return 0;
1180 } 973 }
1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1182 { 980 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (cast_level * 2, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level = ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1184 return 0; 997 return 0;
1185 } 998 }
1186 } 999 }
1000
1187 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1188 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1189 */ 1003 */
1190 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1191 { 1005 {
1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1193 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1194 { 1008 {
1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1196 return 0; 1010 return 0;
1197 } 1011 }
1012
1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1199 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1200 { 1015 {
1201 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1202 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1203 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1205 }
1206 else 1019 else
1207 { 1020 {
1208 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1210 return 0; 1023 return 0;
1211 } 1024 }
1212 } 1025 }
1213 1026
1214 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1215 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1216 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1217 { 1030 {
1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1220 if (settings.casting_time == TRUE) 1033
1221 {
1222 op->casting_time = -1;
1223 }
1224 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1225 return 0; 1035 return 0;
1226 } 1036 }
1227 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1228 { 1038 {
1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1230 1040
1231 if (failure < 0) 1041 if (failure < 0)
1232 { 1042 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1234 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1236 op->contr->shoottype = (rangetype) old_shoottype; 1046
1237 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1238 return 0; 1048 return 0;
1239 } 1049 }
1240 } 1050 }
1241 } 1051 }
1242 } 1052 }
1243 1053
1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1245 1055
1246 /* See if we can cast a spell here. If the caster and op are 1056 /* See if we can cast a spell here. If the caster and op are
1247 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1248 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1249 * doing. 1059 * doing.
1250 */ 1060 */
1251 1061
1252 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1253 { 1063 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1255 return 0; 1065 return 0;
1256 } 1066 }
1257 1067
1258 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION) 1069 && (caster->type != POTION)
1264 { 1074 {
1265 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1266 return 0; 1076 return 0;
1267 1077
1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1270 else 1080 else if (object *item = op->contr->ranged_ob)
1271 switch (op->contr->shoottype)
1272 { 1081 {
1273 case range_magic: 1082 if (item->type == SPELL)
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1275 break; 1084 else if (item->type == SCROLL)
1276 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1277 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1278 break;
1279 case range_golem:
1280 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1281 break;
1282 default:
1283 break;
1284 }
1285 return 0;
1286 }
1287
1288 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1289 {
1290 if (op->casting_time == -1)
1291 { /* begin the casting */
1292 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1293 op->spell = spell_ob;
1294 /* put the stringarg into the object struct so that when the
1295 * spell is actually cast, it knows about the stringarg.
1296 * necessary for the invoke command spells.
1297 */
1298 if (stringarg)
1299 {
1300 op->spellarg = strdup_local (stringarg);
1301 }
1302 else 1086 else
1303 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1304 return 0;
1305 }
1306 else if (op->casting_time != 0)
1307 {
1308 if (op->type == PLAYER)
1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1310 return 0;
1311 } 1088 }
1312 else 1089 else
1313 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1314 op->casting_time = -1; 1091
1315 spell_ob = op->spell; 1092 return 0;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 { 1093 }
1094
1321 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in 1096 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time. 1100 * the player any time.
1327 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long
1328 */ 1108 */
1329 if (caster == op && caster->type != FIREWALL)
1330 {
1331 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1332 /* Other portions of the code may also decrement the speed of the player, so
1333 * put a lower limit so that the player isn't stuck here too long
1334 */
1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1337 } 1111 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1339 {
1340 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1341 }
1342 }
1343 1114
1344 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1345 { 1116 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1347 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1354 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1355 { 1126 {
1356 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1357 if (!skill) 1128 if (!skill)
1358 { 1129 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1360 return 0; 1131 return 0;
1361 } 1132 }
1133
1362 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1363 } 1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1364 1139
1365 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1366 { 1141 {
1367 /* The order of case statements is same as the order they show up 1142 /* The order of case statements is same as the order they show up
1368 * in in spells.h. 1143 * in in spells.h.
1369 */ 1144 */
1370 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1372 break; 1147 break;
1373 1148
1374 case SP_RUNE: 1149 case SP_RUNE:
1402 case SP_SMITE: 1177 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break; 1179 break;
1405 1180
1406 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1407 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1408 break; 1183 break;
1409 1184
1410 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break; 1187 break;
1414 1188
1415 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1417 * moved. 1191 * moved.
1490#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1491 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1492 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1493 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1494 */ 1268 */
1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1496 success = 0; 1270 success = 0;
1497#else 1271#else
1498 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1499#endif 1273#endif
1500 break; 1274 break;
1520 break; 1294 break;
1521 1295
1522 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1524 { 1298 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1526 success = 0; 1300 success = 0;
1527 } 1301 }
1528 else 1302 else
1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1530 break; 1304 break;
1531 1305
1532 case SP_SWARM: 1306 case SP_SWARM:
1533 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1534 break; 1308 break;
1550 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1551 break; 1325 break;
1552 1326
1553 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1554 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1555 old_shoottype = range_golem;
1556 break; 1329 break;
1557 1330
1558 case SP_LIGHT: 1331 case SP_LIGHT:
1559 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1560 break; 1333 break;
1573 1346
1574 case SP_AURA: 1347 case SP_AURA:
1575 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1576 break; 1349 break;
1577 1350
1578 case SP_TOWN_PORTAL:
1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1580 break;
1581
1582 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1584 break; 1353 break;
1585 1354
1586 default: 1355 default:
1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1589 }
1590
1591 /* FIXME - we need some better sound suppport */
1592 // yes, for example, augment map info with the spell effect
1593 // so clients can calculate the sounds themselves
1594 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1595
1596 /* free the spell arg */
1597 if (settings.casting_time == TRUE && stringarg)
1598 { 1357 }
1599 free (stringarg); 1358
1600 stringarg = NULL; 1359 op->play_sound (
1601 } 1360 success
1602 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1603 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1604 * it again. 1363 : sound_find ("spell_success")
1605 */ 1364 : sound_find ("fumble_spell")
1606 if (op->contr) 1365 );
1607 op->contr->shoottype = (rangetype) old_shoottype;
1608 1366
1609 return success; 1367 return success;
1610} 1368}
1611 1369
1612
1613/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1614 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1615 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1616 */ 1373 */
1617void 1374void
1618move_spell_effect (object *op) 1375move_spell_effect (object *op)
1619{ 1376{
1677 check_bullet (op); 1434 check_bullet (op);
1678 return; 1435 return;
1679 } 1436 }
1680} 1437}
1681 1438
1682/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1683 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1684 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1685 * objects of the appropraite type. 1442 * objects of the appropriate type.
1686 */ 1443 */
1687void 1444void
1688apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1689{ 1446{
1690 switch (spell->subtype) 1447 switch (spell->subtype)
1695 break; 1452 break;
1696 1453
1697 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1698 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1699 { 1456 {
1700 tag_t spell_tag = spell->count;
1701
1702 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1703 if (!was_destroyed (spell, spell_tag)) 1458 spell->destroy ();
1704 {
1705 remove_ob (spell);
1706 free_object (spell);
1707 }
1708 } 1459 }
1709 break; 1460 break;
1710 1461
1711 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1712 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1713 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1714 else if (victim->material || victim->materialname) 1465 else if (victim->materialname)
1715 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1716 break; 1468 break;
1717 } 1469 }
1718} 1470}
1471

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