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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.7 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_util_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_util.C,v 1.7 2006/08/29 07:34:00 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30 23
31#include <global.h> 24#include <global.h>
32#include <spells.h> 25#include <spells.h>
33#include <object.h> 26#include <object.h>
34#include <errno.h> 27#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 28#include <sproto.h>
37#endif
38#include <sounds.h> 29#include <sounds.h>
39 30
40extern char *spell_mapping[]; 31extern char *spell_mapping[];
41 32
42/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 35 * matching spells are used.
45 */ 36 */
37object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
47{ 39{
48 int k=0,s; 40 int k = 0, s;
49 object *tmp;
50 41
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
44 k++;
53 45
54 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
55 if (!k) return NULL; 47 if (!k)
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL; 48 return NULL;
49
50 s = RANDOM () % k;
51
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s)
55 return tmp;
56 else
57 s--;
58
59 /* Should never get here, but just in case */
60 return 0;
66} 61}
67 62
68/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 66 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 67 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for 68 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 69 * that object (use magic device).
75 */ 70 */
71void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 72set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 73{
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 74 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 75 dest->skill = spob->skill;
81 else if (caster->skill) 76 else
82 dest->skill = add_refcount(caster->skill); 77 dest->skill = caster->skill;
83}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 78}
141 79
142/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
143 * 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
144 */ 82 */
145 83void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 85{
149
150 if (spob->other_arch != NULL) { 86 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 88}
159 89
160/* 90static int
161 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int min_casting_level(object *caster, object *spell)
171{ 92{
172 int new_level; 93 // compute the attuned/repelled bonus
173 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
174 if (caster->path_denied & spell->path_attuned) { 95 // repell has no such quarrels
175 /* This case is not a bug, just the fact that this function is 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188} 98}
189
190 99
191/* This function returns the effective level the spell 100/* This function returns the effective level the spell
192 * is being cast at. 101 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */ 102 */
197 103int
198int caster_level(object *caster, object *spell) 104casting_level (object *caster, object *spell)
199{ 105{
200 int level = caster->level; 106 int level = caster->level;
201 107
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* 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. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 110 {
217 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);
218 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
113
219 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
220 }
221 115 }
222 /* Got valid caster level. Now adjust for attunement */ 116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 117 if (object *skill = caster->contr->find_skill (spell->skill))
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 118 level = skill->level;
225 119
120 int bonus = attuned_bonus (caster, spell, level);
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);
127
226 /* 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
227 * errors in various places. 129 * errors in various places.
228 */ 130 */
229 if (level < 1) level = 1; 131 return max (level, 1);
230 return level;
231} 132}
232 133
233/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
239 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
240 * spell is the spell object. 141 * spell is the spell object.
241 * 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
242 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
243 */ 144 */
244 145sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 147{
247 int sp, grace, level = caster_level(caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
248 149
249 if (settings.spellpoint_level_depend == TRUE) { 150 if (settings.spellpoint_level_depend == TRUE)
151 {
250 if (spell->stats.sp && spell->stats.maxsp) { 152 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 153 {
252 (1.0 + MAX(0, 154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 155 }
254 } 156 else
255 else sp = spell->stats.sp; 157 sp = spell->stats.sp;
256 158
257 sp *= (int) PATH_SP_MULT(caster,spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 160 if (!sp && spell->stats.sp)
161 sp = 1;
259 162
260 if (spell->stats.grace && spell->stats.maxgrace) { 163 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 164 {
262 (1.0 + MAX(0, 165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 166 }
264 } 167 else
265 else grace = spell->stats.grace; 168 grace = spell->stats.grace;
266 169
267 grace *= (int) PATH_SP_MULT(caster,spell); 170 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 171 if (spell->stats.grace && !grace)
269 } else { 172 grace = 1;
173 }
174 else
175 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 177 if (spell->stats.sp && !sp)
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) grace=1; 181 if (spell->stats.grace && !grace)
182 grace = 1;
274 } 183 }
184
275 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 186 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
278 return grace; 188 return grace;
279 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
280 return sp; 190 return sp;
281 else { 191 else
192 {
282 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);
283 return 0; 194 return 0;
284 } 195 }
285} 196}
286 197
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}
287 208
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
290 */ 211 */
212int
291int SP_level_dam_adjust(object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
292{ 214{
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
301} 219}
302 220
303/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
306 */ 224 */
225int
307int SP_level_duration_adjust(object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
308{ 227{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier) 228 if (!spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 232}
319 233
320/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
323 */ 237 */
238int
324int SP_level_range_adjust(object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
325{ 240{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier) 241 if (!spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
335} 245}
336 246
337/* 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
338 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
339 * 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.
340 */ 250 */
251object *
341object *check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
342{ 253{
343 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
344 256
345 for (spop=op->inv; spop; spop=spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 258 if (spop->type == SPELL && spop->name == name)
259 return spop;
347 260
348 return NULL; 261 return 0;
349} 262}
350
351 263
352/* 264/*
353 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 270 * exact match, we also return NULL.
359 */ 271 */
360 272object *
361object *lookup_spell_by_name(object *op,const char *spname) { 273lookup_spell_by_name (object *op, const char *spname)
274{
362 object *spob1=NULL, *spob2=NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
363 int nummatch=0; 276 int nummatch = 0;
364 277
365 if(spname==NULL) return NULL; 278 if (spname == NULL)
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL; 279 return NULL;
280
281 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name.
284 */
285 for (spob = op->inv; spob; spob = spob->below)
286 {
287 if (spob->type == SPELL)
288 {
289 if (!strncmp (spob->name, spname, strlen (spname)))
290 {
291 nummatch++;
292 spob1 = spob;
293 }
294 else if (!strncmp (spob->name, spname, strlen (spob->name)))
295 {
296 /* if spells have ambiguous names, it makes matching
297 * really difficult. (eg, fire and fireball would
298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion.
300 */
301 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303 spob2 = spob;
304 }
305 }
306 }
307 /* if we have best match, return it. Otherwise, if we have one match
308 * on the loser match, return that, otehrwise null
309 */
310 if (spob2)
311 return spob2;
312 if (spob1 && nummatch == 1)
313 return spob1;
314 return NULL;
395} 315}
396 316
397/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 319 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 320 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
403 */ 323 */
324int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 325reflwall (maptile *m, int x, int y, object *sp_op)
405 object *op; 326{
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 327 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 328 return 0;
329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332 && (!QUERY_FLAG (op, FLAG_ALIVE)
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1;
335
336 return 0;
414} 337}
415 338
416/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 343 * returns the direction that the object was actually placed
421 * in. 344 * in.
422 */ 345 */
346int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 348{
425 mapstruct *m; 349 maptile *m;
426 sint16 sx, sy; 350 sint16 sx, sy;
427 351
428 if(dir && 352 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
355 {
431 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.");
432 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.");
433 dir = 0; 358 dir = 0;
434 } 359 }
435 new_op->x=op->x+freearr_x[dir]; 360
436 new_op->y=op->y+freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 if (dir == 0) 362 op->map->insert (new_op,
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
439 else 364 op,
440 insert_ob_in_map(new_op,op->map,op,0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
441 return dir; 367 return dir;
442} 368}
443 369
444/* Returns true if it is ok to put spell *op on the space/may provided. 370/* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why 371 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 372 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 373 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop 374 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell. 375 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 * 376 *
451 */ 377 */
452 378int
453int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
454 object *tmp; 380{
455 int mflags; 381 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 382 return 0;
490 383
384 mapspace &ms = m->at (x, y);
385 ms.update ();
386
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
388 return 0;
389
390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
391 {
392 /* If there is a counterspell on the space, and this
393 * object is using magic, don't progress. I believe we could
394 * leave this out and let in progress, and other areas of the code
395 * will then remove it, but that would seem to to use more
396 * resources, and may not work as well if a player is standing
397 * on top of a counterwall spell (may hit the player before being
398 * removed.) On the other hand, it may be more dramatic for the
399 * spell to actually hit the counterwall and be sucked up.
400 */
401 if ((tmp->attacktype & AT_COUNTERSPELL)
402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
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))
415 return 0;
416
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
424 return 0;
425
491 /* 426 /*
492 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 429 * playability reasons.
495 */ 430 */
496 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
497 && tmp->type == op->type 432 && tmp->type == op->type
498 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner 434 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) { 436 {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range); 438 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration); 439 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0; 440 return 0;
507 } 441 }
508 442
509 /* Perhaps we should also put checks in for no magic and unholy 443 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along? 444 * ground to prevent it from moving along?
511 */ 445 */
512 } 446 }
447
513 /* If it passes the above tests, it must be OK */ 448 /* If it passes the above tests, it must be OK */
514 return 1; 449 return 1;
515} 450}
516 451
517/* fire_arch_from_position: fires an archetype. 452/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 453 * op: person firing the object.
519 * caster: object casting the spell. 454 * caster: object casting the spell.
522 * dir: direction to fire in. 457 * dir: direction to fire in.
523 * 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
524 * to fire. 459 * to fire.
525 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
526 */ 461 */
527 462int
528int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
529 int dir, object *spell)
530{ 464{
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL) 465 if (!spell->other_arch)
536 return 0; 466 return 0;
537 467
538 m = op->map; 468 object *tmp = spell->other_arch->instance ();
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 469
540 if (mflags & P_OUT_OF_MAP) { 470 if (!tmp)
541 return 0; 471 return 0;
542 }
543 472
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 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);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* 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 */
560 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir; 479 tmp->direction = dir;
566 if (get_owner (op) != NULL) 480 tmp->set_owner (op);
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
572 483
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0; 486 if (!tailor_god_spell (tmp, op))
576 } 487 return 0;
488
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 490 SET_ANIMATION (tmp, dir);
579 491
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
581 return 1;
582
583 move_spell_effect(tmp); 493 move_spell_effect (tmp);
584 494
585 return 1; 495 return 1;
586} 496}
587
588
589 497
590/***************************************************************************** 498/*****************************************************************************
591 * 499 *
592 * Code related to rods - perhaps better located in another file? 500 * Code related to rods - perhaps better located in another file?
593 * 501 *
594 ****************************************************************************/ 502 ****************************************************************************/
595 503void
596void regenerate_rod(object *rod) { 504regenerate_rod (object *rod)
505{
597 if (rod->stats.hp < rod->stats.maxhp) { 506 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 508}
604 509
605 510void
606void drain_rod_charge(object *rod) { 511drain_rod_charge (object *rod)
512{
607 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);
608} 514}
609
610
611
612 515
613/* this function is commonly used to find a friendly target for 516/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 517 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player), 518 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or 519 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object. 520 * NULL if no good object.
618 */ 521 */
619 522object *
620object *find_target_for_friendly_spell(object *op,int dir) { 523find_target_for_friendly_spell (object *op, int dir)
524{
621 object *tmp; 525 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 526
626 /* I don't really get this block - if op isn't a player or rune, 527 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target. 528 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 529 * The owner could very well be no where near op.
629 */ 530 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 531 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 532 {
533 tmp = op->owner;
632 /* If the owner does not exist, or is not a monster, than apply the spell 534 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster. 535 * to the caster.
634 */ 536 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
538 tmp = op;
539 }
540 else
636 } 541 {
637 else { 542 maptile *m = op->map;
638 m = op->map; 543 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 544 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 545
641 546 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 547 ? m->at (x, y).player ()
643 548 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 549 }
550
652 /* didn't find a player there, look in current square for a player */ 551 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL) 552 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 553 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 }
659 554
660 return tmp; 555 return tmp;
661} 556}
662
663
664 557
665/* raytrace: 558/* raytrace:
666 * 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
667 * 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
668 * live objects. 561 * live objects.
671 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
672 * 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
673 * any, otherwise -1. 566 * any, otherwise -1.
674 * 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.
675 */ 568 */
676 569int
677int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 570spell_find_dir (maptile *m, int x, int y, object *exclude)
571{
678 int i,max=SIZEOFFREE; 572 int i, max = SIZEOFFREE;
679 sint16 nx,ny; 573 sint16 nx, ny;
680 int owner_type=0, mflags; 574 int owner_type = 0, mflags;
681 object *tmp; 575 object *tmp;
682 mapstruct *mp; 576 maptile *mp;
683 577
684 if (exclude && exclude->head) 578 if (exclude && exclude->head)
685 exclude = exclude->head; 579 exclude = exclude->head;
686 if (exclude && exclude->type) 580 if (exclude && exclude->type)
687 owner_type = exclude->type; 581 owner_type = exclude->type;
688 582
689 for(i=rndm(1, 8);i<max;i++) { 583 for (i = rndm (1, 8); i < max; i++)
584 {
690 nx = x + freearr_x[i]; 585 nx = x + freearr_x[i];
691 ny = y + freearr_y[i]; 586 ny = y + freearr_y[i];
692 mp = m; 587 mp = m;
693 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 588 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
694 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 589 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
590 continue;
695 591
696 tmp=get_map_ob(mp,nx,ny); 592 tmp = GET_MAP_OB (mp, nx, ny);
697 593
698 while(tmp!=NULL && (((owner_type==PLAYER && 594 while (tmp != NULL && (((owner_type == PLAYER &&
699 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 595 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
700 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 596 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 (tmp == exclude || (tmp->head && tmp->head == exclude))))
702 tmp=tmp->above; 597 tmp = tmp->above;
703 598
704 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 599 if (tmp != NULL && can_see_monsterP (m, x, y, i))
705 return freedir[i]; 600 return freedir[i];
706 } 601 }
707 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
708} 603}
709
710
711 604
712/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
713 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
714 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
715 */ 608 */
716 609void
717void put_a_monster(object *op,const char *monstername) { 610put_a_monster (object *op, const char *monstername)
611{
718 object *tmp,*head=NULL,*prev=NULL; 612 object *tmp, *head = NULL, *prev = NULL;
719 archetype *at; 613 archetype *at;
720 int dir; 614 int dir;
721 615
722 /* Handle cases where we are passed a bogus mosntername */ 616 /* Handle cases where we are passed a bogus mosntername */
723 617
724 if((at=find_archetype(monstername))==NULL) return; 618 if ((at = archetype::find (monstername)) == NULL)
619 return;
725 620
726 /* find a free square nearby 621 /* find a free square nearby
727 * first we check the closest square for free squares 622 * first we check the closest square for free squares
728 */ 623 */
729 624
730 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);
731 if(dir!=-1) { 626 if (dir != -1)
627 {
732 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
733 * insert multipart monsters properly 629 * insert multipart monsters properly
734 */ 630 */
735 while (at!=NULL) { 631 //TODO: use expand_tail + ...
632 while (at != NULL)
633 {
736 tmp=arch_to_object(at); 634 tmp = arch_to_object (at);
737 tmp->x=op->x+freearr_x[dir]+at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
738 tmp->y=op->y+freearr_y[dir]+at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
739 tmp->map = op->map; 637 tmp->map = op->map;
740 if (head) { 638 if (head)
741 tmp->head=head; 639 {
742 prev->more=tmp; 640 tmp->head = head;
743 } 641 prev->more = tmp;
744 if (!head) head=tmp; 642 }
745 prev=tmp;
746 at=at->more;
747 }
748 643
644 if (!head)
645 head = tmp;
646
647 prev = tmp;
648
649 at = (archetype *)at->more;
650 }
651
749 if (head->randomitems) 652 if (head->randomitems)
750 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
751 654
752 insert_ob_in_map(head,op->map,op,0); 655 insert_ob_in_map (head, op->map, op, 0);
753 656
754 /* thought it'd be cool to insert a burnout, too.*/ 657 /* thought it'd be cool to insert a burnout, too. */
755 tmp=get_archetype("burnout"); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
756 tmp->map = op->map;
757 tmp->x=op->x+freearr_x[dir];
758 tmp->y=op->y+freearr_y[dir];
759 insert_ob_in_map(tmp,op->map,op,0);
760 } 659 }
761} 660}
762 661
763/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
764 * places them in nearby squares. 663 * places them in nearby squares.
772 * use to call this, but best I can tell, that spell/ability was 671 * use to call this, but best I can tell, that spell/ability was
773 * never used. This is however used by various failures on the 672 * never used. This is however used by various failures on the
774 * players part (alchemy, reincarnation, etc) 673 * players part (alchemy, reincarnation, etc)
775 */ 674 */
776 675
676int
777int summon_hostile_monsters(object *op,int n,const char *monstername){ 677summon_hostile_monsters (object *op, int n, const char *monstername)
678{
778 int i; 679 int i;
680
779 for(i=0;i<n;i++) 681 for (i = 0; i < n; i++)
780 put_a_monster(op,monstername); 682 put_a_monster (op, monstername);
781 683
782 return n; 684 return n;
783} 685}
784 686
785 687
786/* Some local definitions for shuffle-attack */ 688/* Some local definitions for shuffle-attack */
787 struct attacktype_shuffle { 689struct attacktype_shuffle
690{
788 int attacktype; 691 int attacktype;
789 int face; 692 int face;
790 } ATTACKS[22] = { 693} ATTACKS[22] =
694{
791 {AT_PHYSICAL,0}, 695 { AT_PHYSICAL, 0},
792 {AT_PHYSICAL,0}, /*face = explosion*/ 696 { AT_PHYSICAL, 0}, /*face = explosion */
793 {AT_PHYSICAL,0}, 697 { AT_PHYSICAL, 0},
794 {AT_MAGIC,1}, 698 { AT_MAGIC, 1},
795 {AT_MAGIC,1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
796 {AT_MAGIC,1}, 700 { AT_MAGIC, 1},
797 {AT_FIRE,2}, 701 { AT_FIRE, 2},
798 {AT_FIRE,2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
799 {AT_FIRE,2}, 703 { AT_FIRE, 2},
800 {AT_ELECTRICITY,3}, 704 { AT_ELECTRICITY, 3},
801 {AT_ELECTRICITY,3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
802 {AT_ELECTRICITY,3}, 706 { AT_ELECTRICITY, 3},
803 {AT_COLD,4},
804 {AT_COLD,4}, /* face=icestorm*/
805 {AT_COLD,4}, 707 { AT_COLD, 4},
708 { AT_COLD, 4}, /* face=icestorm */
709 { AT_COLD, 4},
806 {AT_CONFUSION,5}, 710 { AT_CONFUSION, 5},
807 {AT_POISON,7}, 711 { AT_POISON, 7},
808 {AT_POISON,7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
809 {AT_POISON,7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
810 {AT_SLOW,8}, 714 { AT_SLOW, 8},
811 {AT_PARALYZE,9}, 715 { AT_PARALYZE, 9},
812 {AT_FEAR,10} }; 716 { AT_FEAR, 10},
813 717};
814
815 718
816/* shuffle_attack: peterm 719/* shuffle_attack: peterm
817 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
818 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
819 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
827 * would be nice. 730 * would be nice.
828 * I also fixed a bug here in that attacktype was |= - 731 * I also fixed a bug here in that attacktype was |= -
829 * to me, that would be that it would quickly get all 732 * to me, that would be that it would quickly get all
830 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 733 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
831 */ 734 */
735void
832void shuffle_attack(object *op,int change_face) 736shuffle_attack (object *op, int change_face)
833{ 737{
834 int i; 738 int i;
739
835 i=rndm(0, 21); 740 i = rndm (0, 21);
836 741
837 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 742 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
838 743
839 if(change_face) { 744 if (change_face)
745 {
840 SET_ANIMATION(op, ATTACKS[i].face); 746 SET_ANIMATION (op, ATTACKS[i].face);
841 } 747 }
842} 748}
843 749
844 750
845/* prayer_failure: This is called when a player fails 751/* prayer_failure: This is called when a player fails
847 * op is the player. 753 * op is the player.
848 * failure is basically how much grace they had. 754 * failure is basically how much grace they had.
849 * power is how much grace the spell would normally take to cast. 755 * power is how much grace the spell would normally take to cast.
850 */ 756 */
851 757
758void
852void prayer_failure(object *op, int failure,int power) 759prayer_failure (object *op, int failure, int power)
853{ 760{
854 const char *godname; 761 const char *godname;
855 object *tmp; 762 object *tmp;
856 763
857 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 764 if (!strcmp ((godname = determine_god (op)), "none"))
765 godname = "Your spirit";
858 766
859 if(failure<= -20 && failure > -40) /* wonder */ 767 if (failure <= -20 && failure > -40) /* wonder */
860 { 768 {
861 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 769 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
862 tmp = get_archetype(SPELL_WONDER); 770 tmp = get_archetype (SPELL_WONDER);
863 cast_cone(op,op,0,tmp); 771 cast_cone (op, op, 0, tmp);
864 free_object(tmp); 772 tmp->destroy ();
865 } 773 }
866 774
867 else if (failure <= -40 && failure > -60) /* confusion */ 775 else if (failure <= -40 && failure > -60) /* confusion */
868 { 776 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 777 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
870 confuse_player(op,op,99); 778 confuse_player (op, op, 99);
871 } 779 }
872 else if (failure <= -60 && failure> -150) /* paralysis */ 780 else if (failure <= -60 && failure > -150) /* paralysis */
873 { 781 {
874 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 782 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
875 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 783 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
876 paralyze_player(op,op,99); 784 paralyze_player (op, op, 99);
877 } 785 }
878 else if (failure <= -150) /* blast the immediate area */ 786 else if (failure <= -150) /* blast the immediate area */
879 { 787 {
880 tmp = get_archetype(GOD_POWER); 788 tmp = get_archetype (GOD_POWER);
881 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 789 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
882 cast_magic_storm(op,tmp, power); 790 cast_magic_storm (op, tmp, power);
883 } 791 }
884} 792}
885 793
886/* 794/*
887 * spell_failure() handles the various effects for differing degrees 795 * spell_failure() handles the various effects for differing degrees
890 * failure is a random value of how badly you failed. 798 * failure is a random value of how badly you failed.
891 * power is how many spellpoints you'd normally need for the spell. 799 * power is how many spellpoints you'd normally need for the spell.
892 * skill is the skill you'd need to cast the spell. 800 * skill is the skill you'd need to cast the spell.
893 */ 801 */
894 802
803void
895void spell_failure(object *op, int failure,int power, object *skill) 804spell_failure (object *op, int failure, int power, object *skill)
896{ 805{
897 object *tmp; 806 object *tmp;
898 807
899 if (settings.spell_failure_effects == FALSE) 808 if (settings.spell_failure_effects == FALSE)
900 return; 809 return;
901 810
902 if (failure<=-20 && failure > -40) /* wonder */ 811 if (failure <= -20 && failure > -40) /* wonder */
903 { 812 {
904 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
905 tmp = get_archetype(SPELL_WONDER); 814 tmp = get_archetype (SPELL_WONDER);
906 cast_cone(op,op,0,tmp); 815 cast_cone (op, op, 0, tmp);
907 free_object(tmp); 816 tmp->destroy ();
908 } 817 }
909 818
910 else if (failure <= -40 && failure > -60) /* confusion */ 819 else if (failure <= -40 && failure > -60) /* confusion */
911 { 820 {
912 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 821 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
913 confuse_player(op,op,99); 822 confuse_player (op, op, 99);
914 } 823 }
915 else if (failure <= -60 && failure> -80) /* paralysis */ 824 else if (failure <= -60 && failure > -80) /* paralysis */
916 { 825 {
917 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
918 paralyze_player(op,op,99); 827 paralyze_player (op, op, 99);
919 } 828 }
920 else if (failure <= -80) /* blast the immediate area */ 829 else if (failure <= -80) /* blast the immediate area */
921 { 830 {
922 object *tmp; 831 object *tmp;
832
923 /* Safety check to make sure we don't get any mana storms in scorn */ 833 /* Safety check to make sure we don't get any mana storms in scorn */
924 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
925 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
926 hit_player(op,9998,op,AT_INTERNAL,1);
927
928 } else {
929 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
930 tmp=get_archetype(LOOSE_MANA);
931 tmp->level=skill->level;
932 tmp->x=op->x;
933 tmp->y=op->y;
934
935 /* increase the area of destruction a little for more powerful spells */
936 tmp->range+=isqrt(power);
937
938 if (power>25) tmp->stats.dam = 25 + isqrt(power);
939 else tmp->stats.dam=power; /* nasty recoils! */
940
941 tmp->stats.maxhp=tmp->count;
942 insert_ob_in_map(tmp,op->map,NULL,0);
943 }
944 }
945}
946
947int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
948 {
949 int success;
950 player *pl;
951 object *spell;
952
953 if ( !spell_ob->other_arch )
954 { 835 {
955 LOG( llevError, "cast_party_spell: empty other arch\n" ); 836 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
956 return 0; 837 hit_player (op, 9998, op, AT_INTERNAL, 1);
838
957 } 839 }
958 spell = arch_to_object( spell_ob->other_arch ); 840 else
959
960 /* Always cast spell on caster */
961 success = cast_spell( op, caster, dir, spell, stringarg );
962
963 if ( caster->contr->party == NULL )
964 { 841 {
965 remove_ob( spell ); 842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
966 return success; 843 tmp = get_archetype (LOOSE_MANA);
844 tmp->level = skill->level;
845
846 /* increase the area of destruction a little for more powerful spells */
847 tmp->range += isqrt (power);
848
849 if (power > 25)
850 tmp->stats.dam = 25 + isqrt (power);
851 else
852 tmp->stats.dam = power; /* nasty recoils! */
853
854 tmp->stats.maxhp = tmp->count;
855
856 tmp->insert_at (op);
967 } 857 }
968 for( pl=first_player; pl!=NULL; pl=pl->next ) 858 }
969 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 859}
970 { 860
971 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 861int
972 } 862cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
973 remove_ob( spell ); 863{
864 int success;
865 object *spell;
866
867 if (!spell_ob->other_arch)
868 {
869 LOG (llevError, "cast_party_spell: empty other arch\n");
870 return 0;
871 }
872
873 spell = arch_to_object (spell_ob->other_arch);
874
875 /* Always cast spell on caster */
876 success = cast_spell (op, caster, dir, spell, stringarg);
877
878 if (caster->contr->party == NULL)
879 {
880 spell->remove ();
974 return success; 881 return success;
975 } 882 }
883
884 for_all_players (pl)
885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
887
888 spell->remove ();
889 return success;
890}
976 891
977/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
978 * 893 *
979 * op is the creature that is owner of the object that is casting the spell - 894 * op is the creature that is owner of the object that is casting the spell -
980 * eg, the player or monster. 895 * eg, the player or monster.
999 * 914 *
1000 * 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),
1001 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1002 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1003 */ 918 */
1004 919int
1005int cast_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)
1006 921{
1007 const char *godname; 922 const char *godname;
1008 int success=0,mflags, cast_level=0, old_shoottype; 923 int success = 0, cast_level = 0;
1009 object *skill=NULL; 924 object *skill = NULL;
1010 925
1011 old_shoottype = op->contr ? op->contr->shoottype : 0;
1012
1013 if (!spell_ob) { 926 if (!spell_ob)
927 {
1014 LOG(llevError,"cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1015 return 0; 929 return 0;
1016 } 930 }
1017 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1018 931
932 if (!strcmp ((godname = determine_god (op)), "none"))
933 godname = "A random spirit";
934
1019 /* the caller should set caster to op if appropriate */ 935 /* the caller should set caster to op if appropriate */
1020 if (!caster) { 936 if (!caster)
937 {
1021 LOG(llevError,"cast_spell: null caster object passed\n"); 938 LOG (llevError, "cast_spell: null caster object passed\n");
1022 return 0; 939 return 0;
1023 } 940 }
1024 941
1025 /* if caster is a spell casting object, this normally shouldn't be 942 /* if caster is a spell casting object, this normally shouldn't be
1026 * an issue, because they don't have any spellpaths set up. 943 * an issue, because they don't have any spellpaths set up.
1027 */ 944 */
1028 if (caster->path_denied & spell_ob->path_attuned) { 945 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
946 {
1029 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 947 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1030 return 0; 948 return 0;
1031 } 949 }
1032 950
1033 /* if it is a player casting the spell, and they are really casting it 951 /* if it is a player casting the spell, and they are really casting it
1034 * (vs it coming from a wand, scroll, or whatever else), do some 952 * (vs it coming from a wand, scroll, or whatever else), do some
1035 * checks. We let monsters do special things - eg, they 953 * checks. We let monsters do special things - eg, they
1036 * don't need the skill, bypass level checks, etc. The monster function 954 * don't need the skill, bypass level checks, etc. The monster function
1037 * should take care of that. 955 * should take care of that.
1038 * Remove the wiz check here and move it further down - some spells 956 * Remove the wiz check here and move it further down - some spells
1039 * 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
1040 * at least process that code. 958 * at least process that code.
1041 */ 959 */
1042 if (op->type == PLAYER && op == caster) { 960 if (op->type == PLAYER && op == caster)
1043 cast_level = caster_level(caster, spell_ob); 961 {
1044 if (spell_ob->skill) { 962 if (spell_ob->skill)
963 {
1045 skill = find_skill_by_name(op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1046 if (!skill) { 966 if (!skill)
1047 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1048 spell_ob->skill, spell_ob->name);
1049 return 0;
1050 }
1051 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1052 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1053 return 0;
1054 }
1055 }
1056 /* If the caster is the wiz, they don't ever fail, and don't have
1057 * to have sufficient grace/mana.
1058 */
1059 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1060 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1061 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1062 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1063 return 0;
1064 }
1065 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1066 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1067 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1068 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1069 new_draw_info_format(NDI_UNIQUE, 0,op,
1070 "%s grants your prayer, though you are unworthy.",godname);
1071 }
1072 else {
1073 prayer_failure(op,op->stats.grace,
1074 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1075 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1076 return 0;
1077 }
1078 }
1079
1080 /* player/monster is trying to cast the spell. might fumble it */
1081 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1082 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1084 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1085 if (settings.casting_time == TRUE) {
1086 op->casting_time = -1;
1087 }
1088 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1089 return 0;
1090 } else if (spell_ob->stats.sp) {
1091 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1092 op->contr->encumbrance +op->level - spell_ob->level +35;
1093
1094 if( failure < 0) {
1095 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1096 if (settings.spell_failure_effects == TRUE)
1097 spell_failure(op,failure,
1098 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1099 skill);
1100 op->contr->shoottype = (rangetype) old_shoottype;
1101 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1102 return 0;
1103 }
1104 }
1105 }
1106 }
1107
1108 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1109
1110 /* See if we can cast a spell here. If the caster and op are
1111 * not alive, then this would mean that the mapmaker put the
1112 * objects on the space - presume that they know what they are
1113 * doing.
1114 */
1115 if (spell_ob->type == SPELL
1116 && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1117 && !QUERY_FLAG(op, FLAG_WIZCAST)
1118 && (QUERY_FLAG(caster, FLAG_ALIVE)
1119 || QUERY_FLAG(op, FLAG_ALIVE))
1120 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1121 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1122 {
1123 if (op->type!=PLAYER)
1124 return 0;
1125
1126 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1127 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1128 else if (mflags & P_SAFE)
1129 new_draw_info(NDI_UNIQUE, 0,op,
1130 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1131 else
1132 switch(op->contr->shoottype)
1133 { 967 {
1134 case range_magic: 968 op->failmsg (format ("You need the skill %s to cast %s! "
1135 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 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));
1136 break; 972 return 0;
1137 case range_misc:
1138 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1139 break;
1140 case range_golem:
1141 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1142 break;
1143 default:
1144 break;
1145 } 973 }
1146 return 0; 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
980 {
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 ())
997 return 0;
998 }
1147 } 999 }
1148 1000
1149 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1150 if (op->casting_time==-1) { /* begin the casting */ 1002 * to have sufficient grace/mana.
1151 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1152 op->spell = spell_ob;
1153 /* put the stringarg into the object struct so that when the
1154 * spell is actually cast, it knows about the stringarg.
1155 * necessary for the invoke command spells.
1156 */ 1003 */
1157 if(stringarg) { 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1158 op->spellarg = strdup_local(stringarg); 1005 {
1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1008 {
1009 op->failmsg ("You don't have enough mana!");
1010 return 0;
1011 }
1012
1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1015 {
1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1019 else
1020 {
1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1022 op->failmsg (format ("%s ignores your prayer.", godname));
1023 return 0;
1024 }
1025 }
1026
1027 /* player/monster is trying to cast the spell. might fumble it */
1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1030 {
1031 op->contr->play_sound (sound_find ("fumble_spell"));
1032 op->failmsg ("You fumble the prayer.");
1033
1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1035 return 0;
1036 }
1037 else if (spell_ob->stats.sp)
1038 {
1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1040
1041 if (failure < 0)
1042 {
1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1044 if (settings.spell_failure_effects == TRUE)
1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1046
1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1048 return 0;
1049 }
1050 }
1051 }
1159 } 1052 }
1160 else op->spellarg=NULL; 1053
1054 int mflags = op->ms ().flags ();
1055
1056 /* See if we can cast a spell here. If the caster and op are
1057 * not alive, then this would mean that the mapmaker put the
1058 * objects on the space - presume that they know what they are
1059 * doing.
1060 */
1061
1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1063 {
1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1161 return 0; 1065 return 0;
1162 } 1066 }
1163 else if (op->casting_time != 0) { 1067
1068 if ((spell_ob->type == SPELL)
1069 && (caster->type != POTION)
1070 && !QUERY_FLAG (op, FLAG_WIZCAST)
1071 && (QUERY_FLAG (caster, FLAG_ALIVE)
1072 || QUERY_FLAG (op, FLAG_ALIVE))
1073 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1074 {
1164 if (op->type == PLAYER ) 1075 if (op->type != PLAYER)
1165 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1076 return 0;
1077
1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1080 else if (object *item = op->contr->ranged_ob)
1081 {
1082 if (item->type == SPELL)
1083 op->failmsg ("Something blocks your spellcasting.");
1084 else if (item->type == SCROLL)
1085 op->failmsg ("Something blocks the magic of your scroll.");
1086 else
1087 op->failmsg ("Something blocks the magic of your item.");
1088 }
1089 else
1090 op->failmsg ("Something blocks the spell!");
1091
1166 return 0; 1092 return 0;
1167 } else { /* casting_time == 0 */ 1093 }
1168 op->casting_time = -1; 1094
1169 spell_ob = op->spell;
1170 stringarg = op->spellarg;
1171 }
1172 } else {
1173 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1174 * 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
1175 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1176 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1177 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1178 * the player any time. 1100 * the player any time.
1179 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1180 */ 1102 */
1181 if (caster == op && caster->type != FIREWALL) { 1103 if (caster == op && caster->type != FIREWALL)
1104 {
1182 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1183 /* Other portions of the code may also decrement the speed of the player, so 1106 /* Other portions of the code may also decrement the speed of the player, so
1184 * put a lower limit so that the player isn't stuck here too long 1107 * put a lower limit so that the player isn't stuck here too long
1185 */ 1108 */
1186 if ((spell_ob->casting_time > 0) &&
1187 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))
1188 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);
1189 } else if (caster->type == WAND || caster->type == HORN || 1111 }
1190 caster->type == ROD || caster->type == POTION || 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1191 caster->type == SCROLL) {
1192 op->speed_left -= 2 * FABS(op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1193 }
1194 }
1195 1114
1196 if (op->type == PLAYER && op == caster) { 1115 if (op->type == PLAYER && op == caster)
1116 {
1197 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);
1198 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);
1199 } 1119 }
1200 1120
1201 /* We want to try to find the skill to properly credit exp. 1121 /* We want to try to find the skill to properly credit exp.
1202 * for spell casting objects, the exp goes to the skill the casting 1122 * for spell casting objects, the exp goes to the skill the casting
1203 * object requires. 1123 * object requires.
1204 */ 1124 */
1205 if (op != caster && !skill && caster->skill) { 1125 if (op != caster && !skill && caster->skill)
1126 {
1206 skill = find_skill_by_name(op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1207 if (!skill) { 1128 if (!skill)
1208 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1129 {
1209 caster->skill, query_name(caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1210 return 0; 1131 return 0;
1211 } 1132 }
1133
1212 change_skill(op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1213 } 1135 }
1214 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);
1139
1215 switch(spell_ob->subtype) { 1140 switch (spell_ob->subtype)
1141 {
1216 /* 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
1217 * in in spells.h. 1143 * in in spells.h.
1218 */ 1144 */
1219 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1220 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1221 break; 1147 break;
1222 1148
1223 case SP_RUNE: 1149 case SP_RUNE:
1224 success = write_rune(op,caster, spell_ob, dir,stringarg); 1150 success = write_rune (op, caster, spell_ob, dir, stringarg);
1225 break; 1151 break;
1226 1152
1227 case SP_MAKE_MARK: 1153 case SP_MAKE_MARK:
1228 success = write_mark(op, spell_ob, stringarg); 1154 success = write_mark (op, spell_ob, stringarg);
1229 break; 1155 break;
1230 1156
1231 case SP_BOLT: 1157 case SP_BOLT:
1232 success = fire_bolt(op,caster,dir,spell_ob,skill); 1158 success = fire_bolt (op, caster, dir, spell_ob, skill);
1233 break; 1159 break;
1234 1160
1235 case SP_BULLET: 1161 case SP_BULLET:
1236 success = fire_bullet(op, caster, dir, spell_ob); 1162 success = fire_bullet (op, caster, dir, spell_ob);
1237 break; 1163 break;
1238 1164
1239 case SP_CONE: 1165 case SP_CONE:
1240 success = cast_cone(op, caster, dir, spell_ob); 1166 success = cast_cone (op, caster, dir, spell_ob);
1241 break; 1167 break;
1242 1168
1243 case SP_BOMB: 1169 case SP_BOMB:
1244 success = create_bomb(op,caster,dir, spell_ob); 1170 success = create_bomb (op, caster, dir, spell_ob);
1245 break; 1171 break;
1246 1172
1247 case SP_WONDER: 1173 case SP_WONDER:
1248 success = cast_wonder(op,caster, dir,spell_ob); 1174 success = cast_wonder (op, caster, dir, spell_ob);
1249 break; 1175 break;
1250 1176
1251 case SP_SMITE: 1177 case SP_SMITE:
1252 success = cast_smite_spell(op,caster, dir,spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1253 break; 1179 break;
1254 1180
1255 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1256 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1257 op->y + freearr_y[dir], dir, spell_ob);
1258 break; 1183 break;
1259 1184
1260 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1261 success = summon_golem(op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1262 old_shoottype = range_golem;
1263 break; 1187 break;
1264 1188
1265 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1266 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1267 * moved. 1191 * moved.
1268 */ 1192 */
1269 success = dimension_door(op,caster, spell_ob, dir); 1193 success = dimension_door (op, caster, spell_ob, dir);
1270 break; 1194 break;
1271 1195
1272 case SP_MAGIC_MAPPING: 1196 case SP_MAGIC_MAPPING:
1273 if(op->type==PLAYER) { 1197 if (op->type == PLAYER)
1198 {
1274 spell_effect(spell_ob, op->x, op->y, op->map, op); 1199 spell_effect (spell_ob, op->x, op->y, op->map, op);
1275 draw_magic_map(op); 1200 draw_magic_map (op);
1276 success=1; 1201 success = 1;
1277 } 1202 }
1278 else success=0; 1203 else
1204 success = 0;
1279 break; 1205 break;
1280 1206
1281 case SP_MAGIC_WALL: 1207 case SP_MAGIC_WALL:
1282 success = magic_wall(op,caster,dir,spell_ob); 1208 success = magic_wall (op, caster, dir, spell_ob);
1283 break; 1209 break;
1284 1210
1285 case SP_DESTRUCTION: 1211 case SP_DESTRUCTION:
1286 success = cast_destruction(op,caster,spell_ob); 1212 success = cast_destruction (op, caster, spell_ob);
1287 break; 1213 break;
1288 1214
1289 case SP_PERCEIVE_SELF: 1215 case SP_PERCEIVE_SELF:
1290 success = perceive_self(op); 1216 success = perceive_self (op);
1291 break; 1217 break;
1292 1218
1293 case SP_WORD_OF_RECALL: 1219 case SP_WORD_OF_RECALL:
1294 success = cast_word_of_recall(op,caster,spell_ob); 1220 success = cast_word_of_recall (op, caster, spell_ob);
1295 break; 1221 break;
1296 1222
1297 case SP_INVISIBLE: 1223 case SP_INVISIBLE:
1298 success = cast_invisible(op,caster,spell_ob); 1224 success = cast_invisible (op, caster, spell_ob);
1299 break; 1225 break;
1300 1226
1301 case SP_PROBE: 1227 case SP_PROBE:
1302 success = probe(op,caster, spell_ob, dir); 1228 success = probe (op, caster, spell_ob, dir);
1303 break; 1229 break;
1304 1230
1305 case SP_HEALING: 1231 case SP_HEALING:
1306 success = cast_heal(op,caster, spell_ob, dir); 1232 success = cast_heal (op, caster, spell_ob, dir);
1307 break; 1233 break;
1308 1234
1309 case SP_CREATE_FOOD: 1235 case SP_CREATE_FOOD:
1310 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1236 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1311 break; 1237 break;
1312 1238
1313 case SP_EARTH_TO_DUST: 1239 case SP_EARTH_TO_DUST:
1314 success = cast_earth_to_dust(op,caster,spell_ob); 1240 success = cast_earth_to_dust (op, caster, spell_ob);
1315 break; 1241 break;
1316 1242
1317 case SP_CHANGE_ABILITY: 1243 case SP_CHANGE_ABILITY:
1318 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1244 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1319 break; 1245 break;
1320 1246
1321 case SP_BLESS: 1247 case SP_BLESS:
1322 success = cast_bless(op,caster,spell_ob, dir); 1248 success = cast_bless (op, caster, spell_ob, dir);
1323 break; 1249 break;
1324 1250
1325 case SP_CURSE: 1251 case SP_CURSE:
1326 success = cast_curse(op,caster,spell_ob, dir); 1252 success = cast_curse (op, caster, spell_ob, dir);
1327 break; 1253 break;
1328 1254
1329 case SP_SUMMON_MONSTER: 1255 case SP_SUMMON_MONSTER:
1330 success = summon_object(op,caster,spell_ob, dir,stringarg); 1256 success = summon_object (op, caster, spell_ob, dir, stringarg);
1331 break; 1257 break;
1332 1258
1333 case SP_CHARGING: 1259 case SP_CHARGING:
1334 success = recharge(op, caster, spell_ob); 1260 success = recharge (op, caster, spell_ob);
1335 break; 1261 break;
1336 1262
1337 case SP_POLYMORPH: 1263 case SP_POLYMORPH:
1338#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1339 /* 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
1340 * 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
1341 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1342 */ 1268 */
1343 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1344 success = 0; 1270 success = 0;
1345#else 1271#else
1346 success = cast_polymorph(op,caster,spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1347#endif 1273#endif
1348 break; 1274 break;
1349 1275
1350 case SP_ALCHEMY: 1276 case SP_ALCHEMY:
1351 success = alchemy(op, caster, spell_ob); 1277 success = alchemy (op, caster, spell_ob);
1352 break; 1278 break;
1353 1279
1354 case SP_REMOVE_CURSE: 1280 case SP_REMOVE_CURSE:
1355 success = remove_curse(op, caster, spell_ob); 1281 success = remove_curse (op, caster, spell_ob);
1356 break; 1282 break;
1357 1283
1358 case SP_IDENTIFY: 1284 case SP_IDENTIFY:
1359 success = cast_identify(op, caster, spell_ob); 1285 success = cast_identify (op, caster, spell_ob);
1360 break; 1286 break;
1361 1287
1362 case SP_DETECTION: 1288 case SP_DETECTION:
1363 success = cast_detection(op, caster, spell_ob, skill); 1289 success = cast_detection (op, caster, spell_ob, skill);
1364 break; 1290 break;
1365 1291
1366 case SP_MOOD_CHANGE: 1292 case SP_MOOD_CHANGE:
1367 success = mood_change(op, caster, spell_ob); 1293 success = mood_change (op, caster, spell_ob);
1368 break; 1294 break;
1369 1295
1370 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1371 if (spell_ob->path_repelled &&
1372 (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)
1373 new_draw_info_format(NDI_UNIQUE, 0, op, 1298 {
1374 "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));
1375 success = 0; 1300 success = 0;
1376 } else 1301 }
1377 success = fire_arch_from_position(op,caster, 1302 else
1378 op->x + freearr_x[dir], op->y + freearr_y[dir], 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1379 dir, spell_ob);
1380 break; 1304 break;
1381 1305
1382 case SP_SWARM: 1306 case SP_SWARM:
1383 success = fire_swarm(op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1384 break; 1308 break;
1385 1309
1386 case SP_CHANGE_MANA: 1310 case SP_CHANGE_MANA:
1387 success = cast_transfer(op,caster, spell_ob, dir); 1311 success = cast_transfer (op, caster, spell_ob, dir);
1388 break; 1312 break;
1389 1313
1390 case SP_DISPEL_RUNE: 1314 case SP_DISPEL_RUNE:
1391 /* in rune.c */ 1315 /* in rune.c */
1392 success = dispel_rune(op,caster, spell_ob, skill, dir); 1316 success = dispel_rune (op, caster, spell_ob, skill, dir);
1393 break; 1317 break;
1394 1318
1395 case SP_CREATE_MISSILE: 1319 case SP_CREATE_MISSILE:
1396 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1320 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1397 break; 1321 break;
1398 1322
1399 case SP_CONSECRATE: 1323 case SP_CONSECRATE:
1400 success = cast_consecrate(op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1401 break; 1325 break;
1402 1326
1403 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1404 success = animate_weapon(op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1405 old_shoottype = range_golem;
1406 break; 1329 break;
1407 1330
1408 case SP_LIGHT: 1331 case SP_LIGHT:
1409 success = cast_light(op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1410 break; 1333 break;
1411 1334
1412 case SP_CHANGE_MAP_LIGHT: 1335 case SP_CHANGE_MAP_LIGHT:
1413 success = cast_change_map_lightlevel(op, caster, spell_ob); 1336 success = cast_change_map_lightlevel (op, caster, spell_ob);
1414 break; 1337 break;
1415 1338
1416 case SP_FAERY_FIRE: 1339 case SP_FAERY_FIRE:
1417 success = cast_destruction(op,caster,spell_ob); 1340 success = cast_destruction (op, caster, spell_ob);
1418 break; 1341 break;
1419 1342
1420 case SP_CAUSE_DISEASE: 1343 case SP_CAUSE_DISEASE:
1421 success = cast_cause_disease(op, caster, spell_ob, dir); 1344 success = cast_cause_disease (op, caster, spell_ob, dir);
1422 break; 1345 break;
1423 1346
1424 case SP_AURA: 1347 case SP_AURA:
1425 success = create_aura(op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1426 break; 1349 break;
1427 1350
1428 case SP_TOWN_PORTAL:
1429 success= cast_create_town_portal (op,caster,spell_ob, dir);
1430 break;
1431
1432 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1433 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1434 break; 1353 break;
1435 1354
1436 default: 1355 default:
1437 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1438 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1357 }
1358
1359 op->play_sound (
1360 success
1361 ? spell_ob->sound
1439 spell_ob->subtype); 1362 ? spell_ob->sound
1363 : sound_find ("spell_success")
1364 : sound_find ("fumble_spell")
1365 );
1440 1366
1441
1442 }
1443
1444 /* FIXME - we need some better sound suppport */
1445 // yes, for example, augment map info with the spell effect
1446 // so clients can calculate the sounds themselves
1447 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1448
1449 /* free the spell arg */
1450 if(settings.casting_time == TRUE && stringarg) {
1451 free(stringarg);
1452 stringarg=NULL;
1453 }
1454 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1455 * to something like use_magic_item, but you really want to be able to fire
1456 * it again.
1457 */
1458 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1459
1460 return success; 1367 return success;
1461} 1368}
1462 1369
1463
1464/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1465 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1466 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1467 */ 1373 */
1374void
1468void move_spell_effect(object *op) { 1375move_spell_effect (object *op)
1469 1376{
1470 switch (op->subtype) { 1377 switch (op->subtype)
1378 {
1471 case SP_BOLT: 1379 case SP_BOLT:
1472 move_bolt(op); 1380 move_bolt (op);
1473 break; 1381 break;
1474 1382
1475 case SP_BULLET: 1383 case SP_BULLET:
1476 move_bullet(op); 1384 move_bullet (op);
1477 break; 1385 break;
1478 1386
1479 case SP_EXPLOSION: 1387 case SP_EXPLOSION:
1480 explosion(op); 1388 explosion (op);
1481 break; 1389 break;
1482 1390
1483 case SP_CONE: 1391 case SP_CONE:
1484 move_cone(op); 1392 move_cone (op);
1485 break; 1393 break;
1486 1394
1487 case SP_BOMB: 1395 case SP_BOMB:
1488 animate_bomb(op); 1396 animate_bomb (op);
1489 break; 1397 break;
1490 1398
1491 case SP_MAGIC_MISSILE: 1399 case SP_MAGIC_MISSILE:
1492 move_missile(op); 1400 move_missile (op);
1493 break; 1401 break;
1494 1402
1495 case SP_WORD_OF_RECALL: 1403 case SP_WORD_OF_RECALL:
1496 execute_word_of_recall(op); 1404 execute_word_of_recall (op);
1497 break; 1405 break;
1498 1406
1499 case SP_MOVING_BALL: 1407 case SP_MOVING_BALL:
1500 move_ball_spell(op); 1408 move_ball_spell (op);
1501 break; 1409 break;
1502 1410
1503 case SP_SWARM: 1411 case SP_SWARM:
1504 move_swarm_spell(op); 1412 move_swarm_spell (op);
1505 break; 1413 break;
1506 1414
1507 case SP_AURA: 1415 case SP_AURA:
1508 move_aura(op); 1416 move_aura (op);
1509 break; 1417 break;
1510
1511 } 1418 }
1512} 1419}
1513 1420
1514/* this checks to see if something special should happen if 1421/* this checks to see if something special should happen if
1515 * something runs into the object. 1422 * something runs into the object.
1516 */ 1423 */
1424void
1517void check_spell_effect(object *op) { 1425check_spell_effect (object *op)
1518 1426{
1519 switch (op->subtype) { 1427 switch (op->subtype)
1428 {
1520 case SP_BOLT: 1429 case SP_BOLT:
1521 move_bolt(op); 1430 move_bolt (op);
1522 return; 1431 return;
1523 1432
1524 case SP_BULLET: 1433 case SP_BULLET:
1525 check_bullet(op); 1434 check_bullet (op);
1526 return; 1435 return;
1527 } 1436 }
1528
1529} 1437}
1530 1438
1531/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1532 * 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
1533 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1534 * objects of the appropraite type. 1442 * objects of the appropriate type.
1535 */ 1443 */
1444void
1536void apply_spell_effect(object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1537{ 1446{
1538 switch (spell->subtype) { 1447 switch (spell->subtype)
1448 {
1539 case SP_CONE: 1449 case SP_CONE:
1540 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1450 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1541 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1451 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1542 break; 1452 break;
1543 1453
1544 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1545 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1546 tag_t spell_tag = spell->count;
1547 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1548 if ( ! was_destroyed (spell, spell_tag)) {
1549 remove_ob (spell);
1550 free_object (spell);
1551 }
1552 }
1553 break;
1554
1555 case SP_MOVING_BALL:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1456 {
1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1458 spell->destroy ();
1459 }
1460 break;
1461
1462 case SP_MOVING_BALL:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1558 else if (victim->material || victim->materialname) 1465 else if (victim->materialname)
1559 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1560 break; 1468 break;
1561 } 1469 }
1562} 1470}
1471

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