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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.37 by root, Tue Feb 13 21:28:11 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
38 */ 36 */
39object * 37object *
40find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
41{ 39{
42 int k = 0, s; 40 int k = 0, s;
43 object *tmp;
44 41
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 44 k++;
48 45
49 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
50 if (!k) 47 if (!k)
51 return NULL; 48 return NULL;
52 49
53 s = RANDOM () % k; 50 s = RANDOM () % k;
54 51
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 54 if (!s)
59 return tmp; 55 return tmp;
60 else 56 else
61 s--; 57 s--;
62 } 58
63 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
64 return NULL; 60 return 0;
65} 61}
66 62
67/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 75 dest->skill = spob->skill;
80 else 76 else
81 dest->skill = caster->skill; 77 dest->skill = caster->skill;
82} 78}
83 79
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 82 */
155void 83void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 85{
158 if (spob->other_arch) 86 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160} 88}
161 89
162/* 90static int
163 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 92{
175 int new_level; 93 // compute the attuned/repelled bonus
176 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
178 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 98}
186 99
187/* This function returns the effective level the spell 100/* This function returns the effective level the spell
188 * is being cast at. 101 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 102 */
193
194int 103int
195caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
196{ 105{
197 int level = caster->level; 106 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 107
208 /* 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. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 110 {
211 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);
212 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
213 113
214 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
215 } 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;
216 119
217 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 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);
219 127
220 /* 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
221 * errors in various places. 129 * errors in various places.
222 */ 130 */
223 if (level < 1)
224 level = 1;
225
226 return level; 131 return max (level, 1);
227} 132}
228 133
229/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 141 * spell is the spell object.
237 * 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
238 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
239 */ 144 */
240
241sint16 145sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 147{
244 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
245 149
246 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
247 { 151 {
248 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
249 { 153 {
270 else 174 else
271 { 175 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
274 sp = 1; 178 sp = 1;
179
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
277 grace = 1; 182 grace = 1;
278 } 183 }
184
279 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 186 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
282 return grace; 188 return grace;
283 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
287 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);
288 return 0; 194 return 0;
289 } 195 }
290} 196}
291 197
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}
292 208
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
295 */ 211 */
296int 212int
297SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
298{ 214{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 219}
310 220
311/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
314 */ 224 */
315int 225int
316SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
317{ 227{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 232}
330 233
331/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
334 */ 237 */
335int 238int
336SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
337{ 240{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 241 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 245}
350 246
351/* 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
352 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
353 * 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.
354 */ 250 */
355object * 251object *
356check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
357{ 253{
358 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
359 256
360 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
362 return spop; 259 return spop;
363 260
364 return NULL; 261 return 0;
365} 262}
366
367 263
368/* 264/*
369 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 270 * exact match, we also return NULL.
375 */ 271 */
376
377object * 272object *
378lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
379{ 274{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
381 int nummatch = 0; 276 int nummatch = 0;
427 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
428 */ 323 */
429int 324int
430reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
431{ 326{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 328 return 0;
329
436 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)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 334 return 1;
441 335
462 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.");
463 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.");
464 dir = 0; 358 dir = 0;
465 } 359 }
466 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
467 op->map->insert (new_op, 362 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 364 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
471 366
485{ 380{
486 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
487 return 0; 382 return 0;
488 383
489 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
490 386
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0; 388 return 0;
493 389
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 * 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
501 * 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
502 * 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
503 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
504 */ 400 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
507 (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))
508 return 0; 415 return 0;
509 416
510 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
519 /* 426 /*
520 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons. 429 * playability reasons.
523 */ 430 */
524 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
525 && tmp->type == op->type 432 && tmp->type == op->type
526 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner 434 && tmp->owner == op->owner
528 && ((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)))
529 { 436 {
550 * dir: direction to fire in. 457 * dir: direction to fire in.
551 * 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
552 * to fire. 459 * to fire.
553 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
554 */ 461 */
555
556int 462int
557fire_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)
558{ 464{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
564 return 0; 466 return 0;
565 467
566 m = op->map; 468 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 469
573 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 471 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 472
585 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);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* 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 */
588 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 479 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 480 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
600 483
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
605 return 0; 487 return 0;
606 } 488
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
609 491
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 493 move_spell_effect (tmp);
612 494
613 return 1; 495 return 1;
614} 496}
615 497
620 ****************************************************************************/ 502 ****************************************************************************/
621void 503void
622regenerate_rod (object *rod) 504regenerate_rod (object *rod)
623{ 505{
624 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
625 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
626 rod->stats.hp += 1 + rod->stats.maxhp / 10;
627
628 if (rod->stats.hp > rod->stats.maxhp)
629 rod->stats.hp = rod->stats.maxhp;
630 }
631} 508}
632
633 509
634void 510void
635drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
636{ 512{
637 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);
676 if (!tmp) 552 if (!tmp)
677 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
678 554
679 return tmp; 555 return tmp;
680} 556}
681
682
683 557
684/* raytrace: 558/* raytrace:
685 * 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
686 * 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
687 * live objects. 561 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
691 * 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
692 * any, otherwise -1. 566 * any, otherwise -1.
693 * 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.
694 */ 568 */
695
696int 569int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 571{
699 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 573 sint16 nx, ny;
727 return freedir[i]; 600 return freedir[i];
728 } 601 }
729 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
730} 603}
731 604
732
733
734/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
735 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
736 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
737 */ 608 */
738
739void 609void
740put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
741{ 611{
742 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
743 archetype *at; 613 archetype *at;
750 620
751 /* find a free square nearby 621 /* find a free square nearby
752 * first we check the closest square for free squares 622 * first we check the closest square for free squares
753 */ 623 */
754 624
755 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);
756 if (dir != -1) 626 if (dir != -1)
757 { 627 {
758 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
759 * insert multipart monsters properly 629 * insert multipart monsters properly
760 */ 630 */
631 //TODO: use expand_tail + ...
761 while (at != NULL) 632 while (at != NULL)
762 { 633 {
763 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
764 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
765 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
766 tmp->map = op->map; 637 tmp->map = op->map;
767 if (head) 638 if (head)
768 { 639 {
769 tmp->head = head; 640 tmp->head = head;
770 prev->more = tmp; 641 prev->more = tmp;
771 } 642 }
643
772 if (!head) 644 if (!head)
773 head = tmp; 645 head = tmp;
646
774 prev = tmp; 647 prev = tmp;
648
775 at = at->more; 649 at = (archetype *)at->more;
776 } 650 }
777 651
778 if (head->randomitems) 652 if (head->randomitems)
779 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
780 654
781 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
782 656
783 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
784 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);
785 } 659 }
786} 660}
787 661
788/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
789 * places them in nearby squares. 663 * places them in nearby squares.
816{ 690{
817 int attacktype; 691 int attacktype;
818 int face; 692 int face;
819} ATTACKS[22] = 693} ATTACKS[22] =
820{ 694{
821 {
822 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
823 {
824 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
825 {
826 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
827 {
828 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
829 {
830 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
831 {
832 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
833 {
834 AT_FIRE, 2}, 701 { AT_FIRE, 2},
835 {
836 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
837 {
838 AT_FIRE, 2}, 703 { AT_FIRE, 2},
839 {
840 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
841 {
842 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
843 {
844 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
845 {
846 AT_COLD, 4}, 707 { AT_COLD, 4},
847 {
848 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
849 {
850 AT_COLD, 4}, 709 { AT_COLD, 4},
851 {
852 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
853 {
854 AT_POISON, 7}, 711 { AT_POISON, 7},
855 {
856 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
857 {
858 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
859 {
860 AT_SLOW, 8}, 714 { AT_SLOW, 8},
861 {
862 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
863 {
864AT_FEAR, 10}}; 716 { AT_FEAR, 10},
865 717};
866
867 718
868/* shuffle_attack: peterm 719/* shuffle_attack: peterm
869 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
870 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
871 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
1009 860
1010int 861int
1011cast_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)
1012{ 863{
1013 int success; 864 int success;
1014 player *pl;
1015 object *spell; 865 object *spell;
1016 866
1017 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1018 { 868 {
1019 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1020 return 0; 870 return 0;
1021 } 871 }
872
1022 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1023 874
1024 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1025 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1026 877
1027 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1028 { 879 {
1029 spell->remove (); 880 spell->remove ();
1030 return success; 881 return success;
1031 } 882 }
883
1032 for_all_players (pl) 884 for_all_players (pl)
1033 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)))
1034 {
1035 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1036 } 887
1037 spell->remove (); 888 spell->remove ();
1038 return success; 889 return success;
1039} 890}
1040 891
1041/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1063 * 914 *
1064 * 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),
1065 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1066 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1067 */ 918 */
1068
1069int 919int
1070cast_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)
1071{ 921{
1072 const char *godname; 922 const char *godname;
1073 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1074 object *skill = NULL; 924 object *skill = NULL;
1075
1076 old_shoottype = op->contr ? op->contr->shoottype : 0;
1077 925
1078 if (!spell_ob) 926 if (!spell_ob)
1079 { 927 {
1080 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1081 return 0; 929 return 0;
1109 * 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
1110 * at least process that code. 958 * at least process that code.
1111 */ 959 */
1112 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1113 { 961 {
1114 cast_level = caster_level (caster, spell_ob);
1115 if (spell_ob->skill) 962 if (spell_ob->skill)
1116 { 963 {
1117 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1118 if (!skill) 966 if (!skill)
1119 { 967 {
1120 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));
1121 return 0; 972 return 0;
1122 } 973 }
1123 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)
1124 { 980 {
1125 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 ())
1126 return 0; 997 return 0;
1127 } 998 }
1128 } 999 }
1000
1129 /* 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
1130 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1131 */ 1003 */
1132 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1133 { 1005 {
1134 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1135 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)
1136 { 1008 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1138 return 0; 1010 return 0;
1139 } 1011 }
1140 1012
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1142 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)
1143 { 1015 {
1144 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 -
1145 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)
1146 {
1147 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));
1148 }
1149 else 1019 else
1150 { 1020 {
1151 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);
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1153 return 0; 1023 return 0;
1154 } 1024 }
1155 } 1025 }
1156 1026
1157 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1158 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) <
1159 (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]))
1160 { 1030 {
1161 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1162 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1163
1164 if (settings.casting_time == TRUE)
1165 op->casting_time = -1;
1166 1033
1167 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);
1168 return 0; 1035 return 0;
1169 } 1036 }
1170 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1171 { 1038 {
1172 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;
1173 1040
1174 if (failure < 0) 1041 if (failure < 0)
1175 { 1042 {
1176 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.");
1177 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1178 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);
1179 op->contr->shoottype = (rangetype) old_shoottype; 1046
1180 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);
1181 return 0; 1048 return 0;
1182 } 1049 }
1183 } 1050 }
1184 } 1051 }
1185 } 1052 }
1186 1053
1187 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1188 1055
1189 /* 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
1190 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1191 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1192 * doing. 1059 * doing.
1193 */ 1060 */
1194 1061
1195 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 :-)!
1196 { 1063 {
1197 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!");
1198 return 0; 1065 return 0;
1199 } 1066 }
1200 1067
1201 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1202 && (caster->type != POTION) 1069 && (caster->type != POTION)
1207 { 1074 {
1208 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1209 return 0; 1076 return 0;
1210 1077
1211 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1212 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));
1213 else 1080 else if (object *item = op->contr->ranged_ob)
1214 switch (op->contr->shoottype)
1215 { 1081 {
1216 case range_magic: 1082 if (item->type == SPELL)
1217 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1218 break; 1084 else if (item->type == SCROLL)
1219 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1220 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1221 break;
1222 case range_golem:
1223 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1224 break;
1225 default:
1226 break;
1227 }
1228 return 0;
1229 }
1230
1231 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1232 {
1233 if (op->casting_time == -1)
1234 { /* begin the casting */
1235 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1236 op->spell = spell_ob;
1237 /* put the stringarg into the object struct so that when the
1238 * spell is actually cast, it knows about the stringarg.
1239 * necessary for the invoke command spells.
1240 */
1241 if (stringarg)
1242 {
1243 op->spellarg = strdup (stringarg);
1244 }
1245 else 1086 else
1246 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1247 return 0;
1248 }
1249 else if (op->casting_time != 0)
1250 {
1251 if (op->type == PLAYER)
1252 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1253 return 0;
1254 } 1088 }
1255 else 1089 else
1256 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1257 op->casting_time = -1; 1091
1258 spell_ob = op->spell; 1092 return 0;
1259 stringarg = op->spellarg;
1260 }
1261 }
1262 else
1263 { 1093 }
1094
1264 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1265 * 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
1266 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1267 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1268 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1269 * the player any time. 1100 * the player any time.
1270 * 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
1271 */ 1108 */
1272 if (caster == op && caster->type != FIREWALL)
1273 {
1274 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1275 /* Other portions of the code may also decrement the speed of the player, so
1276 * put a lower limit so that the player isn't stuck here too long
1277 */
1278 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))
1279 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);
1280 } 1111 }
1281 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)
1282 {
1283 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1284 }
1285 }
1286 1114
1287 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1288 { 1116 {
1289 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);
1290 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);
1297 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1298 { 1126 {
1299 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1300 if (!skill) 1128 if (!skill)
1301 { 1129 {
1302 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)));
1303 return 0; 1131 return 0;
1304 } 1132 }
1133
1305 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1306 } 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);
1307 1139
1308 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1309 { 1141 {
1310 /* 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
1311 * in in spells.h. 1143 * in in spells.h.
1312 */ 1144 */
1313 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1314 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1315 break; 1147 break;
1316 1148
1317 case SP_RUNE: 1149 case SP_RUNE:
1345 case SP_SMITE: 1177 case SP_SMITE:
1346 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1347 break; 1179 break;
1348 1180
1349 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1350 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);
1351 break; 1183 break;
1352 1184
1353 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1354 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1355 old_shoottype = range_golem;
1356 break; 1187 break;
1357 1188
1358 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1359 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1360 * moved. 1191 * moved.
1433#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1434 /* 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
1435 * 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
1436 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1437 */ 1268 */
1438 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1439 success = 0; 1270 success = 0;
1440#else 1271#else
1441 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1442#endif 1273#endif
1443 break; 1274 break;
1463 break; 1294 break;
1464 1295
1465 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1466 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)
1467 { 1298 {
1468 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));
1469 success = 0; 1300 success = 0;
1470 } 1301 }
1471 else 1302 else
1472 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);
1473 break; 1304 break;
1474 1305
1475 case SP_SWARM: 1306 case SP_SWARM:
1476 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1477 break; 1308 break;
1493 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1494 break; 1325 break;
1495 1326
1496 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1497 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1498 old_shoottype = range_golem;
1499 break; 1329 break;
1500 1330
1501 case SP_LIGHT: 1331 case SP_LIGHT:
1502 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1503 break; 1333 break;
1516 1346
1517 case SP_AURA: 1347 case SP_AURA:
1518 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1519 break; 1349 break;
1520 1350
1521 case SP_TOWN_PORTAL:
1522 success = cast_create_town_portal (op, caster, spell_ob, dir);
1523 break;
1524
1525 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1526 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1527 break; 1353 break;
1528 1354
1529 default: 1355 default:
1530 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1531 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);
1532 }
1533
1534 /* FIXME - we need some better sound suppport */
1535 // yes, for example, augment map info with the spell effect
1536 // so clients can calculate the sounds themselves
1537 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1538
1539 /* free the spell arg */
1540 if (settings.casting_time == TRUE && stringarg)
1541 { 1357 }
1542 free (stringarg); 1358
1543 stringarg = NULL; 1359 op->play_sound (
1544 } 1360 success
1545 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1546 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1547 * it again. 1363 : sound_find ("spell_success")
1548 */ 1364 : sound_find ("fumble_spell")
1549 if (op->contr) 1365 );
1550 op->contr->shoottype = (rangetype) old_shoottype;
1551 1366
1552 return success; 1367 return success;
1553} 1368}
1554 1369
1555
1556/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1557 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1558 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1559 */ 1373 */
1560void 1374void
1561move_spell_effect (object *op) 1375move_spell_effect (object *op)
1562{ 1376{
1620 check_bullet (op); 1434 check_bullet (op);
1621 return; 1435 return;
1622 } 1436 }
1623} 1437}
1624 1438
1625/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1626 * 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
1627 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1628 * objects of the appropraite type. 1442 * objects of the appropriate type.
1629 */ 1443 */
1630void 1444void
1631apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1632{ 1446{
1633 switch (spell->subtype) 1447 switch (spell->subtype)
1639 1453
1640 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1641 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1642 { 1456 {
1643 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1644
1645 if (!spell->destroyed ())
1646 spell->destroy (); 1458 spell->destroy ();
1647 } 1459 }
1648 break; 1460 break;
1649 1461
1650 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1651 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1652 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1653 else if (victim->materialname) 1465 else if (victim->materialname)
1654 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1655 break; 1468 break;
1656 } 1469 }
1657} 1470}
1471

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