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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
37 */ 36 */
38object * 37object *
39find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
40{ 39{
41 int k = 0, s; 40 int k = 0, s;
42 object *tmp;
43 41
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 44 k++;
47 45
48 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
49 if (!k) 47 if (!k)
50 return NULL; 48 return NULL;
51 49
52 s = RANDOM () % k; 50 s = RANDOM () % k;
53 51
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 54 if (!s)
58 return tmp; 55 return tmp;
59 else 56 else
60 s--; 57 s--;
61 } 58
62 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
63 return NULL; 60 return 0;
64} 61}
65 62
66/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 75 dest->skill = spob->skill;
79 else 76 else
80 dest->skill = caster->skill; 77 dest->skill = caster->skill;
81} 78}
82 79
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
152 * 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
153 */ 82 */
154void 83void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 85{
157 if (spob->other_arch) 86 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159} 88}
160 89
161/* 90static int
162 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod
166 *
167 * caster is person casting hte spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 92{
174 int new_level; 93 // compute the attuned/repelled bonus
175 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
177 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
179 new_level = spell->level
180 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
181
182 return (new_level < 1) ? 1 : new_level;
183} 98}
184
185 99
186/* This function returns the effective level the spell 100/* This function returns the effective level the spell
187 * is being cast at. 101 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 102 */
192
193int 103int
194caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
195{ 105{
196 int level = caster->level; 106 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 107
207 /* 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. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 110 {
210 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);
211 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
212 113
213 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
214 } 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;
215 119
216 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
217 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);
218 127
219 /* 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
220 * errors in various places. 129 * errors in various places.
221 */ 130 */
222 if (level < 1)
223 level = 1;
224
225 return level; 131 return max (level, 1);
226} 132}
227 133
228/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
234 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
235 * spell is the spell object. 141 * spell is the spell object.
236 * 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
237 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
238 */ 144 */
239
240sint16 145sint16
241SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
242{ 147{
243 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
244 149
245 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
246 { 151 {
247 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
248 { 153 {
269 else 174 else
270 { 175 {
271 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
273 sp = 1; 178 sp = 1;
179
274 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
276 grace = 1; 182 grace = 1;
277 } 183 }
184
278 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
279 return MAX (sp, grace); 186 return MAX (sp, grace);
280 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
281 return grace; 188 return grace;
282 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
286 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);
287 return 0; 194 return 0;
288 } 195 }
289} 196}
290 197
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}
291 208
292/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
294 */ 211 */
295int 212int
296SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
297{ 214{
298 int level = caster_level (caster, spob);
299 int adj = level - min_casting_level (caster, spob);
300
301 if (adj < 0)
302 adj = 0;
303 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
304 adj /= spob->dam_modifier;
305 else
306 adj = 0;
307 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
308} 219}
309 220
310/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
311 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
312 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
313 */ 224 */
314int 225int
315SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
316{ 227{
317 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level (caster, spob);
319
320 if (adj < 0)
321 adj = 0;
322 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
323 adj /= spob->duration_modifier;
324 else
325 adj = 0;
326
327 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
328} 232}
329 233
330/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
333 */ 237 */
334int 238int
335SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
336{ 240{
337 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob);
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->range_modifier) 241 if (!spob->range_modifier)
343 adj /= spob->range_modifier;
344 else
345 adj = 0;
346
347 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
348} 245}
349 246
350/* 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
351 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
352 * 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.
353 */ 250 */
354object * 251object *
355check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
356{ 253{
357 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
358 256
359 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
360 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
361 return spop; 259 return spop;
362 260
363 return NULL; 261 return 0;
364} 262}
365
366 263
367/* 264/*
368 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
369 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
370 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
371 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
372 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
373 * exact match, we also return NULL. 270 * exact match, we also return NULL.
374 */ 271 */
375
376object * 272object *
377lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
378{ 274{
379 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
380 int nummatch = 0; 276 int nummatch = 0;
426 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
427 */ 323 */
428int 324int
429reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
430{ 326{
431 object *op;
432
433 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
434 return 0; 328 return 0;
329
435 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
436 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
437 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
438 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
439 return 1; 334 return 1;
440 335
461 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.");
462 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.");
463 dir = 0; 358 dir = 0;
464 } 359 }
465 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
466 op->map->insert (new_op, 362 op->map->insert (new_op,
467 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
468 op, 364 op,
469 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
470 366
477 * has the AT_MAGIC bit set, and there is a counterwall 373 * has the AT_MAGIC bit set, and there is a counterwall
478 * 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
479 * 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.
480 * 376 *
481 */ 377 */
482
483int 378int
484ok_to_put_more (maptile *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)
485{ 380{
486 object *tmp; 381 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 382 return 0;
495 383
496 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))
497 return 0; 388 return 0;
498 389
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 391 {
501 /* If there is a counterspell on the space, and this 392 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 393 * object is using magic, don't progress. I believe we could
503 * leave this out and let in progress, and other areas of the code 394 * leave this out and let in progress, and other areas of the code
504 * will then remove it, but that would seem to to use more 395 * will then remove it, but that would seem to to use more
505 * resources, and may not work as well if a player is standing 396 * resources, and may not work as well if a player is standing
506 * on top of a counterwall spell (may hit the player before being 397 * on top of a counterwall spell (may hit the player before being
507 * removed.) On the other hand, it may be more dramatic for the 398 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
509 */ 400 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (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))
513 return 0; 415 return 0;
514 416
515 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
524 /* 426 /*
525 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
526 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
527 * playability reasons. 429 * playability reasons.
528 */ 430 */
529 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
530 && tmp->type == op->type 432 && tmp->type == op->type
531 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
532 && 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)))
533 { 436 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 438 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 439 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 440 return 0;
539 442
540 /* 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
541 * ground to prevent it from moving along? 444 * ground to prevent it from moving along?
542 */ 445 */
543 } 446 }
447
544 /* If it passes the above tests, it must be OK */ 448 /* If it passes the above tests, it must be OK */
545 return 1; 449 return 1;
546} 450}
547 451
548/* fire_arch_from_position: fires an archetype. 452/* fire_arch_from_position: fires an archetype.
553 * dir: direction to fire in. 457 * dir: direction to fire in.
554 * 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
555 * to fire. 459 * to fire.
556 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
557 */ 461 */
558
559int 462int
560fire_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)
561{ 464{
562 object *tmp;
563 int mflags;
564 maptile *m;
565
566 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
567 return 0; 466 return 0;
568 467
569 m = op->map; 468 object *tmp = spell->other_arch->instance ();
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 {
573 return 0;
574 }
575 469
576 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
577
578 if (tmp == NULL)
579 return 0; 471 return 0;
580
581 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
582 {
583 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
584 tmp->destroy ();
585 return 0;
586 }
587 472
588 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);
589 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
590 /* 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 */
591 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
592 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
593 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
594 tmp->x = x;
595 tmp->y = y;
596 tmp->direction = dir; 479 tmp->direction = dir;
597 if (op->owner != NULL)
598 tmp->set_owner (op); 480 tmp->set_owner (op);
599 else
600 tmp->set_owner (op);
601 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
602 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
603 483
604 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
605 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
606 {
607 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
608 return 0; 487 return 0;
609 } 488
610 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
611 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
612 491
613 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
614 move_spell_effect (tmp); 493 move_spell_effect (tmp);
615 494
616 return 1; 495 return 1;
617} 496}
618 497
623 ****************************************************************************/ 502 ****************************************************************************/
624void 503void
625regenerate_rod (object *rod) 504regenerate_rod (object *rod)
626{ 505{
627 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
628 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634} 508}
635
636 509
637void 510void
638drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
639{ 512{
640 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);
641} 514}
642
643
644
645 515
646/* this function is commonly used to find a friendly target for 516/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 517 * spells such as heal or protection or armour
648 * 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),
649 * 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
650 * NULL if no good object. 520 * NULL if no good object.
651 */ 521 */
652
653object * 522object *
654find_target_for_friendly_spell (object *op, int dir) 523find_target_for_friendly_spell (object *op, int dir)
655{ 524{
656 object *tmp; 525 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 526
661 /* 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,
662 * we then make the owner of this object the target. 528 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 529 * The owner could very well be no where near op.
664 */ 530 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 538 tmp = op;
673 } 539 }
674 else 540 else
675 { 541 {
676 m = op->map; 542 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 543 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 544 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 545
546 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 547 ? m->at (x, y).player ()
548 : 0;
686 } 549 }
687 550
688 /* 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 */
689 if (!tmp) 552 if (!tmp)
690 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
691 554
692 return tmp; 555 return tmp;
693} 556}
694
695
696 557
697/* raytrace: 558/* raytrace:
698 * 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
699 * 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
700 * live objects. 561 * live objects.
703 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
704 * It returns the direction toward the first/closest live object if it finds 565 * It returns the direction toward the first/closest live object if it finds
705 * any, otherwise -1. 566 * any, otherwise -1.
706 * 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.
707 */ 568 */
708
709int 569int
710spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
711{ 571{
712 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
713 sint16 nx, ny; 573 sint16 nx, ny;
740 return freedir[i]; 600 return freedir[i];
741 } 601 }
742 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
743} 603}
744 604
745
746
747/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
750 */ 608 */
751
752void 609void
753put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
754{ 611{
755 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 613 archetype *at;
763 620
764 /* find a free square nearby 621 /* find a free square nearby
765 * first we check the closest square for free squares 622 * first we check the closest square for free squares
766 */ 623 */
767 624
768 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);
769 if (dir != -1) 626 if (dir != -1)
770 { 627 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly 629 * insert multipart monsters properly
773 */ 630 */
631 //TODO: use expand_tail + ...
774 while (at != NULL) 632 while (at != NULL)
775 { 633 {
776 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
779 tmp->map = op->map; 637 tmp->map = op->map;
780 if (head) 638 if (head)
781 { 639 {
782 tmp->head = head; 640 tmp->head = head;
783 prev->more = tmp; 641 prev->more = tmp;
784 } 642 }
643
785 if (!head) 644 if (!head)
786 head = tmp; 645 head = tmp;
646
787 prev = tmp; 647 prev = tmp;
648
788 at = at->more; 649 at = (archetype *)at->more;
789 } 650 }
790 651
791 if (head->randomitems) 652 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 654
794 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
795 656
796 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
797 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 } 659 }
799} 660}
800 661
801/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
802 * places them in nearby squares. 663 * places them in nearby squares.
829{ 690{
830 int attacktype; 691 int attacktype;
831 int face; 692 int face;
832} ATTACKS[22] = 693} ATTACKS[22] =
833{ 694{
834 {
835 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 701 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 703 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 707 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 709 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 711 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 714 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 716 { AT_FEAR, 10},
878 717};
879
880 718
881/* shuffle_attack: peterm 719/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
1022 860
1023int 861int
1024cast_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)
1025{ 863{
1026 int success; 864 int success;
1027 player *pl;
1028 object *spell; 865 object *spell;
1029 866
1030 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1031 { 868 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1033 return 0; 870 return 0;
1034 } 871 }
872
1035 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1036 874
1037 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1038 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1039 877
1040 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1041 { 879 {
1042 spell->remove (); 880 spell->remove ();
1043 return success; 881 return success;
1044 } 882 }
883
1045 for_all_players (pl) 884 for_all_players (pl)
1046 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)))
1047 {
1048 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1049 } 887
1050 spell->remove (); 888 spell->remove ();
1051 return success; 889 return success;
1052} 890}
1053 891
1054/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1076 * 914 *
1077 * 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),
1078 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1080 */ 918 */
1081
1082int 919int
1083cast_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)
1084{ 921{
1085 const char *godname; 922 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1087 object *skill = NULL; 924 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 925
1091 if (!spell_ob) 926 if (!spell_ob)
1092 { 927 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 929 return 0;
1122 * 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
1123 * at least process that code. 958 * at least process that code.
1124 */ 959 */
1125 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1126 { 961 {
1127 cast_level = caster_level (caster, spell_ob);
1128 if (spell_ob->skill) 962 if (spell_ob->skill)
1129 { 963 {
1130 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1131 if (!skill) 966 if (!skill)
1132 { 967 {
1133 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));
1134 return 0; 972 return 0;
1135 } 973 }
1136 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)
1137 { 980 {
1138 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 ())
1139 return 0; 997 return 0;
1140 } 998 }
1141 } 999 }
1000
1142 /* 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
1143 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1144 */ 1003 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1146 { 1005 {
1147 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148 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)
1149 { 1008 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1151 return 0; 1010 return 0;
1152 } 1011 }
1012
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 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)
1155 { 1015 {
1156 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 -
1157 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)
1158 {
1159 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));
1160 }
1161 else 1019 else
1162 { 1020 {
1163 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);
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1165 return 0; 1023 return 0;
1166 } 1024 }
1167 } 1025 }
1168 1026
1169 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1170 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) <
1171 (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]))
1172 { 1030 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1175 if (settings.casting_time == TRUE) 1033
1176 {
1177 op->casting_time = -1;
1178 }
1179 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1180 return 0; 1035 return 0;
1181 } 1036 }
1182 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1183 { 1038 {
1184 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;
1185 1040
1186 if (failure < 0) 1041 if (failure < 0)
1187 { 1042 {
1188 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.");
1189 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1190 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);
1191 op->contr->shoottype = (rangetype) old_shoottype; 1046
1192 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);
1193 return 0; 1048 return 0;
1194 } 1049 }
1195 } 1050 }
1196 } 1051 }
1197 } 1052 }
1198 1053
1199 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1200 1055
1201 /* 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
1202 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1203 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1204 * doing. 1059 * doing.
1205 */ 1060 */
1206 1061
1207 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 :-)!
1208 { 1063 {
1209 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!");
1210 return 0; 1065 return 0;
1211 } 1066 }
1212 1067
1213 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1214 && (caster->type != POTION) 1069 && (caster->type != POTION)
1219 { 1074 {
1220 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1221 return 0; 1076 return 0;
1222 1077
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1225 else 1080 else if (object *item = op->contr->ranged_ob)
1226 switch (op->contr->shoottype)
1227 { 1081 {
1228 case range_magic: 1082 if (item->type == SPELL)
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1230 break; 1084 else if (item->type == SCROLL)
1231 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0;
1241 }
1242
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 {
1245 if (op->casting_time == -1)
1246 { /* begin the casting */
1247 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248 op->spell = spell_ob;
1249 /* put the stringarg into the object struct so that when the
1250 * spell is actually cast, it knows about the stringarg.
1251 * necessary for the invoke command spells.
1252 */
1253 if (stringarg)
1254 {
1255 op->spellarg = strdup (stringarg);
1256 }
1257 else 1086 else
1258 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1259 return 0;
1260 }
1261 else if (op->casting_time != 0)
1262 {
1263 if (op->type == PLAYER)
1264 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265 return 0;
1266 } 1088 }
1267 else 1089 else
1268 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1269 op->casting_time = -1; 1091
1270 spell_ob = op->spell; 1092 return 0;
1271 stringarg = op->spellarg;
1272 }
1273 }
1274 else
1275 { 1093 }
1094
1276 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1277 * 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
1278 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1279 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1280 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1281 * the player any time. 1100 * the player any time.
1282 * 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
1283 */ 1108 */
1284 if (caster == op && caster->type != FIREWALL)
1285 {
1286 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 /* Other portions of the code may also decrement the speed of the player, so
1288 * put a lower limit so that the player isn't stuck here too long
1289 */
1290 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1291 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1292 } 1111 }
1293 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)
1294 {
1295 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1296 }
1297 }
1298 1114
1299 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1300 { 1116 {
1301 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);
1302 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);
1309 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1310 { 1126 {
1311 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1312 if (!skill) 1128 if (!skill)
1313 { 1129 {
1314 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)));
1315 return 0; 1131 return 0;
1316 } 1132 }
1133
1317 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1318 } 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);
1319 1139
1320 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1321 { 1141 {
1322 /* 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
1323 * in in spells.h. 1143 * in in spells.h.
1324 */ 1144 */
1325 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1326 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327 break; 1147 break;
1328 1148
1329 case SP_RUNE: 1149 case SP_RUNE:
1357 case SP_SMITE: 1177 case SP_SMITE:
1358 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1359 break; 1179 break;
1360 1180
1361 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1362 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1363 break; 1183 break;
1364 1184
1365 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break; 1187 break;
1369 1188
1370 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1372 * moved. 1191 * moved.
1445#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1446 /* 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
1447 * 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
1448 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1449 */ 1268 */
1450 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1451 success = 0; 1270 success = 0;
1452#else 1271#else
1453 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1454#endif 1273#endif
1455 break; 1274 break;
1475 break; 1294 break;
1476 1295
1477 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1478 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)
1479 { 1298 {
1480 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));
1481 success = 0; 1300 success = 0;
1482 } 1301 }
1483 else 1302 else
1484 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);
1485 break; 1304 break;
1486 1305
1487 case SP_SWARM: 1306 case SP_SWARM:
1488 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1489 break; 1308 break;
1505 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1506 break; 1325 break;
1507 1326
1508 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break; 1329 break;
1512 1330
1513 case SP_LIGHT: 1331 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1515 break; 1333 break;
1528 1346
1529 case SP_AURA: 1347 case SP_AURA:
1530 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1531 break; 1349 break;
1532 1350
1533 case SP_TOWN_PORTAL:
1534 success = cast_create_town_portal (op, caster, spell_ob, dir);
1535 break;
1536
1537 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1538 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539 break; 1353 break;
1540 1354
1541 default: 1355 default:
1542 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1544 }
1545
1546 /* FIXME - we need some better sound suppport */
1547 // yes, for example, augment map info with the spell effect
1548 // so clients can calculate the sounds themselves
1549 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1550
1551 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg)
1553 { 1357 }
1554 free (stringarg); 1358
1555 stringarg = NULL; 1359 op->play_sound (
1556 } 1360 success
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1558 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1559 * it again. 1363 : sound_find ("spell_success")
1560 */ 1364 : sound_find ("fumble_spell")
1561 if (op->contr) 1365 );
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563 1366
1564 return success; 1367 return success;
1565} 1368}
1566 1369
1567
1568/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1569 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1570 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1571 */ 1373 */
1572void 1374void
1573move_spell_effect (object *op) 1375move_spell_effect (object *op)
1574{ 1376{
1632 check_bullet (op); 1434 check_bullet (op);
1633 return; 1435 return;
1634 } 1436 }
1635} 1437}
1636 1438
1637/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1638 * 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
1639 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1640 * objects of the appropraite type. 1442 * objects of the appropriate type.
1641 */ 1443 */
1642void 1444void
1643apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1644{ 1446{
1645 switch (spell->subtype) 1447 switch (spell->subtype)
1651 1453
1652 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1653 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1654 { 1456 {
1655 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1656
1657 if (!spell->destroyed ())
1658 spell->destroy (); 1458 spell->destroy ();
1659 } 1459 }
1660 break; 1460 break;
1661 1461
1662 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname) 1465 else if (victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1667 break; 1468 break;
1668 } 1469 }
1669} 1470}
1471

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