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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.38 by root, Fri Feb 23 21:52:21 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 */
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; 121
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 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 return max (level, 1); 131 return max (level, 1);
232 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 141 * spell is the spell object.
234 * 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
235 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
236 */ 144 */
237
238sint16 145sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 147{
241 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
242 149
243 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
244 { 151 {
245 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
246 { 153 {
267 else 174 else
268 { 175 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
271 sp = 1; 178 sp = 1;
179
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
274 grace = 1; 182 grace = 1;
275 } 183 }
184
276 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 186 return MAX (sp, grace);
278 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
279 return grace; 188 return grace;
280 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
284 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);
285 return 0; 194 return 0;
286 } 195 }
287} 196}
288 197
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}
289 208
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
292 */ 211 */
293int 212int
294SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
295{ 214{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 219}
307 220
308/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
311 */ 224 */
312int 225int
313SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
314{ 227{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 232}
327 233
328/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
331 */ 237 */
332int 238int
333SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
334{ 240{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 241 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 245}
347 246
348/* 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
349 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
350 * 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.
351 */ 250 */
352object * 251object *
353check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
354{ 253{
355 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
356 256
357 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
359 return spop; 259 return spop;
360 260
361 return NULL; 261 return 0;
362} 262}
363
364 263
365/* 264/*
366 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 270 * exact match, we also return NULL.
372 */ 271 */
373
374object * 272object *
375lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
376{ 274{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
378 int nummatch = 0; 276 int nummatch = 0;
424 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
425 */ 323 */
426int 324int
427reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
428{ 326{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 328 return 0;
329
433 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)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 334 return 1;
438 335
459 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.");
460 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.");
461 dir = 0; 358 dir = 0;
462 } 359 }
463 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 362 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 364 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
468 366
482{ 380{
483 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
484 return 0; 382 return 0;
485 383
486 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
487 386
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 388 return 0;
490 389
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
497 * 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
498 * 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
499 * 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
500 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
501 */ 400 */
502 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
503 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
504 (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))
505 return 0; 415 return 0;
506 416
507 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
508 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
509 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
516 /* 426 /*
517 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
518 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
519 * playability reasons. 429 * playability reasons.
520 */ 430 */
521 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
522 && tmp->type == op->type 432 && tmp->type == op->type
523 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
524 && tmp->owner == op->owner 434 && tmp->owner == op->owner
525 && ((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)))
526 { 436 {
547 * dir: direction to fire in. 457 * dir: direction to fire in.
548 * 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
549 * to fire. 459 * to fire.
550 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
551 */ 461 */
552
553int 462int
554fire_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)
555{ 464{
556 object *tmp;
557 int mflags;
558 maptile *m;
559
560 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
561 return 0; 466 return 0;
562 467
563 m = op->map; 468 object *tmp = spell->other_arch->instance ();
564 mflags = get_map_flags (m, &m, x, y, &x, &y);
565 if (mflags & P_OUT_OF_MAP)
566 {
567 return 0;
568 }
569 469
570 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
571
572 if (tmp == NULL)
573 return 0; 471 return 0;
574
575 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
576 {
577 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
578 tmp->destroy ();
579 return 0;
580 }
581 472
582 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);
583 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
584 /* 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 */
585 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
586 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
587 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
588 tmp->x = x;
589 tmp->y = y;
590 tmp->direction = dir; 479 tmp->direction = dir;
591 if (op->owner != NULL)
592 tmp->set_owner (op); 480 tmp->set_owner (op);
593 else
594 tmp->set_owner (op);
595 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
596 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
597 483
598 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
599 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
600 {
601 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
602 return 0; 487 return 0;
603 } 488
604 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
605 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
606 491
607 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
608 move_spell_effect (tmp); 493 move_spell_effect (tmp);
609 494
610 return 1; 495 return 1;
611} 496}
612 497
617 ****************************************************************************/ 502 ****************************************************************************/
618void 503void
619regenerate_rod (object *rod) 504regenerate_rod (object *rod)
620{ 505{
621 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
622 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
623 rod->stats.hp += 1 + rod->stats.maxhp / 10;
624
625 if (rod->stats.hp > rod->stats.maxhp)
626 rod->stats.hp = rod->stats.maxhp;
627 }
628} 508}
629
630 509
631void 510void
632drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
633{ 512{
634 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);
673 if (!tmp) 552 if (!tmp)
674 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
675 554
676 return tmp; 555 return tmp;
677} 556}
678
679
680 557
681/* raytrace: 558/* raytrace:
682 * 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
683 * 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
684 * live objects. 561 * live objects.
687 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
688 * 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
689 * any, otherwise -1. 566 * any, otherwise -1.
690 * 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.
691 */ 568 */
692
693int 569int
694spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
695{ 571{
696 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
697 sint16 nx, ny; 573 sint16 nx, ny;
724 return freedir[i]; 600 return freedir[i];
725 } 601 }
726 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
727} 603}
728 604
729
730
731/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
732 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
733 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
734 */ 608 */
735
736void 609void
737put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
738{ 611{
739 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
740 archetype *at; 613 archetype *at;
747 620
748 /* find a free square nearby 621 /* find a free square nearby
749 * first we check the closest square for free squares 622 * first we check the closest square for free squares
750 */ 623 */
751 624
752 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);
753 if (dir != -1) 626 if (dir != -1)
754 { 627 {
755 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
756 * insert multipart monsters properly 629 * insert multipart monsters properly
757 */ 630 */
631 //TODO: use expand_tail + ...
758 while (at != NULL) 632 while (at != NULL)
759 { 633 {
760 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
761 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
762 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
763 tmp->map = op->map; 637 tmp->map = op->map;
764 if (head) 638 if (head)
765 { 639 {
766 tmp->head = head; 640 tmp->head = head;
767 prev->more = tmp; 641 prev->more = tmp;
768 } 642 }
643
769 if (!head) 644 if (!head)
770 head = tmp; 645 head = tmp;
646
771 prev = tmp; 647 prev = tmp;
648
772 at = at->more; 649 at = (archetype *)at->more;
773 } 650 }
774 651
775 if (head->randomitems) 652 if (head->randomitems)
776 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
777 654
778 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
779 656
780 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
781 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);
782 } 659 }
783} 660}
784 661
785/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
786 * places them in nearby squares. 663 * places them in nearby squares.
813{ 690{
814 int attacktype; 691 int attacktype;
815 int face; 692 int face;
816} ATTACKS[22] = 693} ATTACKS[22] =
817{ 694{
818 {
819 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
820 {
821 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
822 {
823 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
824 {
825 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
826 {
827 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
828 {
829 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
830 {
831 AT_FIRE, 2}, 701 { AT_FIRE, 2},
832 {
833 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
834 {
835 AT_FIRE, 2}, 703 { AT_FIRE, 2},
836 {
837 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
838 {
839 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
840 {
841 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
842 {
843 AT_COLD, 4}, 707 { AT_COLD, 4},
844 {
845 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
846 {
847 AT_COLD, 4}, 709 { AT_COLD, 4},
848 {
849 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
850 {
851 AT_POISON, 7}, 711 { AT_POISON, 7},
852 {
853 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
854 {
855 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
856 {
857 AT_SLOW, 8}, 714 { AT_SLOW, 8},
858 {
859 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
860 {
861AT_FEAR, 10}}; 716 { AT_FEAR, 10},
862 717};
863
864 718
865/* shuffle_attack: peterm 719/* shuffle_attack: peterm
866 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
867 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
868 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
1006 860
1007int 861int
1008cast_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)
1009{ 863{
1010 int success; 864 int success;
1011 player *pl;
1012 object *spell; 865 object *spell;
1013 866
1014 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1015 { 868 {
1016 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1017 return 0; 870 return 0;
1018 } 871 }
872
1019 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1020 874
1021 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1022 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1023 877
1024 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1025 { 879 {
1026 spell->remove (); 880 spell->remove ();
1027 return success; 881 return success;
1028 } 882 }
883
1029 for_all_players (pl) 884 for_all_players (pl)
1030 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)))
1031 {
1032 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1033 } 887
1034 spell->remove (); 888 spell->remove ();
1035 return success; 889 return success;
1036} 890}
1037 891
1038/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1060 * 914 *
1061 * 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),
1062 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1063 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1064 */ 918 */
1065
1066int 919int
1067cast_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)
1068{ 921{
1069 const char *godname; 922 const char *godname;
1070 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1071 object *skill = NULL; 924 object *skill = NULL;
1072
1073 old_shoottype = op->contr ? op->contr->shoottype : 0;
1074 925
1075 if (!spell_ob) 926 if (!spell_ob)
1076 { 927 {
1077 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1078 return 0; 929 return 0;
1106 * 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
1107 * at least process that code. 958 * at least process that code.
1108 */ 959 */
1109 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1110 { 961 {
1111 cast_level = caster_level (caster, spell_ob);
1112 if (spell_ob->skill) 962 if (spell_ob->skill)
1113 { 963 {
1114 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1115 if (!skill) 966 if (!skill)
1116 { 967 {
1117 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));
1118 return 0; 972 return 0;
1119 } 973 }
1120 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)
1121 { 980 {
1122 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 ())
1123 return 0; 997 return 0;
1124 } 998 }
1125 } 999 }
1000
1126 /* 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
1127 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1128 */ 1003 */
1129 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1130 { 1005 {
1131 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1132 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)
1133 { 1008 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1135 return 0; 1010 return 0;
1136 } 1011 }
1137 1012
1138 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1139 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)
1140 { 1015 {
1141 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 -
1142 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)
1143 {
1144 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));
1145 }
1146 else 1019 else
1147 { 1020 {
1148 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);
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1150 return 0; 1023 return 0;
1151 } 1024 }
1152 } 1025 }
1153 1026
1154 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1155 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) <
1156 (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]))
1157 { 1030 {
1158 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1159 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1160
1161 if (settings.casting_time == TRUE)
1162 op->casting_time = -1;
1163 1033
1164 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);
1165 return 0; 1035 return 0;
1166 } 1036 }
1167 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1168 { 1038 {
1169 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;
1170 1040
1171 if (failure < 0) 1041 if (failure < 0)
1172 { 1042 {
1173 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.");
1174 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1175 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);
1176 op->contr->shoottype = (rangetype) old_shoottype; 1046
1177 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);
1178 return 0; 1048 return 0;
1179 } 1049 }
1180 } 1050 }
1181 } 1051 }
1182 } 1052 }
1183 1053
1184 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1185 1055
1186 /* 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
1187 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1188 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1189 * doing. 1059 * doing.
1190 */ 1060 */
1191 1061
1192 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 :-)!
1193 { 1063 {
1194 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!");
1195 return 0; 1065 return 0;
1196 } 1066 }
1197 1067
1198 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1199 && (caster->type != POTION) 1069 && (caster->type != POTION)
1204 { 1074 {
1205 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1206 return 0; 1076 return 0;
1207 1077
1208 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1209 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));
1210 else 1080 else if (object *item = op->contr->ranged_ob)
1211 switch (op->contr->shoottype)
1212 { 1081 {
1213 case range_magic: 1082 if (item->type == SPELL)
1214 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1215 break; 1084 else if (item->type == SCROLL)
1216 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1217 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1218 break;
1219 case range_golem:
1220 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1221 break;
1222 default:
1223 break;
1224 }
1225 return 0;
1226 }
1227
1228 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1229 {
1230 if (op->casting_time == -1)
1231 { /* begin the casting */
1232 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1233 op->spell = spell_ob;
1234 /* put the stringarg into the object struct so that when the
1235 * spell is actually cast, it knows about the stringarg.
1236 * necessary for the invoke command spells.
1237 */
1238 if (stringarg)
1239 {
1240 op->spellarg = strdup (stringarg);
1241 }
1242 else 1086 else
1243 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1244 return 0;
1245 }
1246 else if (op->casting_time != 0)
1247 {
1248 if (op->type == PLAYER)
1249 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1250 return 0;
1251 } 1088 }
1252 else 1089 else
1253 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1254 op->casting_time = -1; 1091
1255 spell_ob = op->spell; 1092 return 0;
1256 stringarg = op->spellarg;
1257 }
1258 }
1259 else
1260 { 1093 }
1094
1261 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1262 * 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
1263 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1264 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1265 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1266 * the player any time. 1100 * the player any time.
1267 * 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
1268 */ 1108 */
1269 if (caster == op && caster->type != FIREWALL)
1270 {
1271 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1272 /* Other portions of the code may also decrement the speed of the player, so
1273 * put a lower limit so that the player isn't stuck here too long
1274 */
1275 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))
1276 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);
1277 } 1111 }
1278 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)
1279 {
1280 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1281 }
1282 }
1283 1114
1284 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1285 { 1116 {
1286 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);
1287 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);
1294 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1295 { 1126 {
1296 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1297 if (!skill) 1128 if (!skill)
1298 { 1129 {
1299 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)));
1300 return 0; 1131 return 0;
1301 } 1132 }
1133
1302 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1303 } 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);
1304 1139
1305 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1306 { 1141 {
1307 /* 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
1308 * in in spells.h. 1143 * in in spells.h.
1309 */ 1144 */
1310 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1311 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1312 break; 1147 break;
1313 1148
1314 case SP_RUNE: 1149 case SP_RUNE:
1342 case SP_SMITE: 1177 case SP_SMITE:
1343 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1344 break; 1179 break;
1345 1180
1346 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1347 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);
1348 break; 1183 break;
1349 1184
1350 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1351 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1352 old_shoottype = range_golem;
1353 break; 1187 break;
1354 1188
1355 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1356 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1357 * moved. 1191 * moved.
1430#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1431 /* 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
1432 * 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
1433 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1434 */ 1268 */
1435 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1436 success = 0; 1270 success = 0;
1437#else 1271#else
1438 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1439#endif 1273#endif
1440 break; 1274 break;
1460 break; 1294 break;
1461 1295
1462 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1463 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)
1464 { 1298 {
1465 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));
1466 success = 0; 1300 success = 0;
1467 } 1301 }
1468 else 1302 else
1469 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);
1470 break; 1304 break;
1471 1305
1472 case SP_SWARM: 1306 case SP_SWARM:
1473 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1474 break; 1308 break;
1490 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1491 break; 1325 break;
1492 1326
1493 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1494 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1495 old_shoottype = range_golem;
1496 break; 1329 break;
1497 1330
1498 case SP_LIGHT: 1331 case SP_LIGHT:
1499 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1500 break; 1333 break;
1513 1346
1514 case SP_AURA: 1347 case SP_AURA:
1515 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1516 break; 1349 break;
1517 1350
1518 case SP_TOWN_PORTAL:
1519 success = cast_create_town_portal (op, caster, spell_ob, dir);
1520 break;
1521
1522 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1523 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1524 break; 1353 break;
1525 1354
1526 default: 1355 default:
1527 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1528 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);
1529 }
1530
1531 /* FIXME - we need some better sound suppport */
1532 // yes, for example, augment map info with the spell effect
1533 // so clients can calculate the sounds themselves
1534 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1535
1536 /* free the spell arg */
1537 if (settings.casting_time == TRUE && stringarg)
1538 { 1357 }
1539 free (stringarg); 1358
1540 stringarg = NULL; 1359 op->play_sound (
1541 } 1360 success
1542 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1543 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1544 * it again. 1363 : sound_find ("spell_success")
1545 */ 1364 : sound_find ("fumble_spell")
1546 if (op->contr) 1365 );
1547 op->contr->shoottype = (rangetype) old_shoottype;
1548 1366
1549 return success; 1367 return success;
1550} 1368}
1551 1369
1552
1553/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1554 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1555 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1556 */ 1373 */
1557void 1374void
1558move_spell_effect (object *op) 1375move_spell_effect (object *op)
1559{ 1376{
1617 check_bullet (op); 1434 check_bullet (op);
1618 return; 1435 return;
1619 } 1436 }
1620} 1437}
1621 1438
1622/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1623 * 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
1624 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1625 * objects of the appropraite type. 1442 * objects of the appropriate type.
1626 */ 1443 */
1627void 1444void
1628apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1629{ 1446{
1630 switch (spell->subtype) 1447 switch (spell->subtype)
1636 1453
1637 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1638 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1639 { 1456 {
1640 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1641
1642 if (!spell->destroyed ())
1643 spell->destroy (); 1458 spell->destroy ();
1644 } 1459 }
1645 break; 1460 break;
1646 1461
1647 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1649 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1650 else if (victim->materialname) 1465 else if (victim->materialname)
1651 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1652 break; 1468 break;
1653 } 1469 }
1654} 1470}
1471

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