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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.10 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.99 by root, Mon Oct 12 14:00:59 2009 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 1.10 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29
30 24
31#include <global.h> 25#include <global.h>
32#include <spells.h> 26#include <spells.h>
33#include <object.h> 27#include <object.h>
34#include <errno.h> 28#include <errno.h>
35#ifndef __CEXTRACT__
36#include <sproto.h> 29#include <sproto.h>
37#endif
38#include <sounds.h> 30#include <sounds.h>
39 31
40extern char *spell_mapping[]; 32extern char *spell_mapping[];
41 33
42/* This returns a random spell from 'ob'. If skill is set, then 34/* 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 35 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used. 36 * matching spells are used.
45 */ 37 */
38object *
46object *find_random_spell_in_ob(object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
47{ 40{
48 int k=0,s; 41 int k = 0, s;
49 object *tmp;
50 42
51 for (tmp=ob->inv; tmp; tmp=tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
53 46
54 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
55 if (!k) return NULL; 48 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; 49 return NULL;
50
51 s = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires. 67 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill, 68 * 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 69 * then they get exp for the skill that you need to use for
74 * that object (use magic device). 70 * that object (use magic device).
75 */ 71 */
72void
76void set_spell_skill(object *op, object *caster, object *spob, object *dest) 73set_spell_skill (object *op, object *caster, object *spob, object *dest)
77{ 74{
78 if (caster == op && spob->skill) 75 if (caster == op && spob->skill)
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
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 init_spells(void) {
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG(llevDebug, "Checking spells...\n");
99
100 for (at=first_archetype; at; at=at->next) {
101 if (at->clone.type == SPELL) {
102 if (at->clone.skill) {
103 for (i=1; i<NUM_SKILLS; i++)
104 if (!strcmp(skill_names[i], at->clone.skill)) break;
105 if (i==NUM_SKILLS) {
106 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
107 }
108 }
109 /* other_arch is already checked for in the loader */
110 }
111 }
112
113 i=0;
114 while (spell_mapping[i]) {
115 if (!find_archetype(spell_mapping[i])) {
116 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
117 }
118 i++;
119 }
120 LOG(llevDebug, "Checking spells completed.\n");
121#endif
122}
123
124/* Dumps all the spells - now also dumps skill associated with the spell.
125 * not sure what this would be used for, as the data seems pretty
126 * minimal, but easy enough to keep around.
127 */
128void dump_spells(void)
129{
130 archetype *at;
131
132 for (at=first_archetype; at; at=at->next) {
133 if (at->clone.type == SPELL) {
134 fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
135 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>",
136 &at->clone.skill, at->clone.level);
137 }
138 }
139}
140
141/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
142 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
143 */ 83 */
144 84void
145void spell_effect (object *spob, int x, int y, mapstruct *map, 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
146 object *originator)
147{ 86{
148
149 if (spob->other_arch != NULL) { 87 if (spob->other_arch)
150 object *effect = arch_to_object(spob->other_arch); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
151
152 effect->x = x;
153 effect->y = y;
154
155 insert_ob_in_map(effect, map, originator,0);
156 }
157} 89}
158 90
159/* 91static int
160 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
161 * effective level the caster needs to be to cast the spell.
162 * basically, it just adjusts the spell->level with attuned/repelled
163 * spellpaths. Was called path_level_mod
164 *
165 * caster is person casting hte spell.
166 * spell is the spell object.
167 * Returns modified level.
168 */
169int min_casting_level(object *caster, object *spell)
170{ 93{
171 int new_level; 94 // compute the attuned/repelled bonus
172 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
173 if (caster->path_denied & spell->path_attuned) { 96 // repell has no such quarrels
174 /* This case is not a bug, just the fact that this function is 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
175 * usually called BEFORE checking for path_deny. -AV
176 */
177#if 0
178 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
179 "spell\n", caster->arch->name, caster->name);
180#endif
181 return 1;
182 }
183 new_level = spell->level
184 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
185 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
186 return (new_level < 1) ? 1 : new_level;
187} 99}
188
189 100
190/* This function returns the effective level the spell 101/* This function returns the effective level the spell
191 * is being cast at. 102 * is being cast at.
192 * Note that I changed the repelled/attuned bonus to 2 from 5.
193 * This is because the new code compares casting_level against
194 * min_caster_level, so the difference is effectively 4
195 */ 103 */
196 104int
197int caster_level(object *caster, object *spell) 105casting_level (object *caster, object *spell)
198{ 106{
199 int level = caster->level; 107 int level = caster->level;
200 108
201 /* If this is a player, try to find the matching skill */
202 if (caster->type == PLAYER && spell->skill) {
203 int i;
204
205 for (i=0; i < NUM_SKILLS; i++)
206 if (caster->contr->last_skill_ob[i] &&
207 caster->contr->last_skill_ob[i]->skill == spell->skill) {
208 level = caster->contr->last_skill_ob[i]->level;
209 break;
210 }
211 }
212
213 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
214 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
215 { 111 {
216 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
217 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
114
218 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
219 }
220 116 }
221 /* Got valid caster level. Now adjust for attunement */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
222 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 118 if (object *skill = caster->contr->find_skill (spell->skill))
223 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 119 level = skill->level;
224 120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
128
225 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
226 * errors in various places. 130 * errors in various places.
227 */ 131 */
228 if (level < 1) level = 1; 132 return clamp (level, 1, settings.max_level);
229 return level;
230} 133}
231 134
232/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
233 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
234 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
238 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
239 * spell is the spell object. 142 * spell is the spell object.
240 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
241 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
242 */ 145 */
243 146sint16
244sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
245{ 148{
246 int sp, grace, level = caster_level(caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
247 150
248 if (settings.spellpoint_level_depend == TRUE) { 151 if (settings.spellpoint_level_depend == TRUE)
152 {
249 if (spell->stats.sp && spell->stats.maxsp) { 153 if (spell->stats.sp && spell->stats.maxsp)
250 sp= (int) (spell->stats.sp * 154 {
251 (1.0 + MAX(0, 155 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
252 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
253 } 156 }
157 else
254 else sp = spell->stats.sp; 158 sp = spell->stats.sp;
255 159
256 sp *= (int) PATH_SP_MULT(caster,spell); 160 sp *= (int) PATH_SP_MULT (caster, spell);
257 if (!sp && spell->stats.sp) sp=1; 161 if (!sp && spell->stats.sp)
162 sp = 1;
258 163
259 if (spell->stats.grace && spell->stats.maxgrace) { 164 if (spell->stats.grace && spell->stats.maxgrace)
260 grace= (int) (spell->stats.grace * 165 {
261 (1.0 + MAX(0, 166 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
262 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
263 } 167 }
168 else
264 else grace = spell->stats.grace; 169 grace = spell->stats.grace;
265 170
266 grace *= (int) PATH_SP_MULT(caster,spell); 171 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) grace=1; 172 if (spell->stats.grace && !grace)
268 } else { 173 grace = 1;
174 }
175 else
176 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) sp=1; 178 if (spell->stats.sp && !sp)
179 sp = 1;
180
271 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) grace=1; 182 if (spell->stats.grace && !grace)
183 grace = 1;
273 } 184 }
185
274 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
275 return MAX(sp, grace); 187 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
277 return grace; 189 return grace;
278 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
279 return sp; 191 return sp;
280 else { 192 else
193 {
281 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 194 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
282 return 0; 195 return 0;
283 } 196 }
284} 197}
285 198
199/*
200 * Return the effective casting level of the spell.
201 * To make spells independent of their starting level, this function
202 * scales the range spellstartlevel .. 100 into the range 1..100
203 */
204static int
205SP_casting_level (object *caster, object *spell)
206{
207 return casting_level (caster, spell);
208}
286 209
287/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
288 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
289 */ 212 */
213int
290int SP_level_dam_adjust(object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
291{ 215{
292 int level = caster_level (caster, spob);
293 int adj = level - min_casting_level(caster, spob);
294
295 if(adj < 0) adj=0;
296 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
297 adj/=spob->dam_modifier;
298 else adj=0;
299 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
300} 220}
301 221
302/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
303 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
304 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
305 */ 225 */
226int
306int SP_level_duration_adjust(object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
307{ 228{
308 int level = caster_level (caster, spob);
309 int adj = level - min_casting_level(caster, spob);
310
311 if(adj < 0) adj=0;
312 if(spob->duration_modifier) 229 if (!spob->duration_modifier)
313 adj/=spob->duration_modifier;
314 else adj=0;
315
316 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
317} 233}
318 234
319/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
322 */ 238 */
239int
323int SP_level_range_adjust(object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
324{ 241{
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level(caster, spob);
327
328 if(adj < 0) adj=0;
329 if(spob->range_modifier) 242 if (!spob->range_modifier)
330 adj/=spob->range_modifier;
331 else adj=0;
332
333 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
334} 246}
335 247
336/* Checks to see if player knows the spell. If the name is the same 248/* Checks to see if player knows the spell. If the name is the same
337 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
338 * returns 1 if they know the spell, 0 if they don't. 250 * returns 1 if they know the spell, 0 if they don't.
339 */ 251 */
252object *
340object *check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
341{ 254{
342 object *spop; 255 object *spop;
343 256
344 for (spop=op->inv; spop; spop=spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
345 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 258 if (spop->type == SPELL && spop->name == name)
259 return spop;
346 260
347 return NULL; 261 return 0;
348} 262}
349
350 263
351/* 264/*
352 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
353 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
354 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
355 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
356 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
357 * exact match, we also return NULL. 270 * exact match, we also return NULL.
358 */ 271 */
359 272object *
360object *lookup_spell_by_name(object *op,const char *spname) { 273lookup_spell_by_name (object *op, const char *spname)
361 object *spob1=NULL, *spob2=NULL, *spob; 274{
275 object *spob1 = 0, *spob2 = 0;
362 int nummatch=0; 276 int nummatch = 0;
363 277
364 if(spname==NULL) return NULL; 278 if (!spname)
279 return 0;
365 280
366 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
369 */ 284 */
370 for (spob = op->inv; spob; spob=spob->below) { 285 for (object *spob = op->inv; spob; spob = spob->below)
286 {
371 if (spob->type == SPELL) { 287 if (spob->type == SPELL)
288 {
289 // TODO: WTF?
372 if (!strncmp(spob->name, spname, strlen(spname))) { 290 if (!strncmp (spob->name, spname, strlen (spname)))
291 {
373 nummatch++; 292 nummatch++;
374 spob1 = spob; 293 spob1 = spob;
294 }
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 295 else if (!strncmp (spob->name, spname, strlen (spob->name)))
296 {
376 /* if spells have ambiguous names, it makes matching 297 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would 298 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
380 */ 301 */
381 if (spob2) 302 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
383 &spob2->name, &spob->name); 304
384 spob2 = spob; 305 spob2 = spob;
385 } 306 }
386 } 307 }
387 } 308 }
388 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
389 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
390 */ 311 */
312 if (spob2)
391 if (spob2) return spob2; 313 return spob2;
314
392 if (spob1 && nummatch == 1) return spob1; 315 if (spob1 && nummatch == 1)
316 return spob1;
317
393 return NULL; 318 return NULL;
394} 319}
395 320
396/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that 323 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.) 324 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates 325 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
402 */ 327 */
328int
403int reflwall(mapstruct *m,int x,int y, object *sp_op) { 329reflwall (maptile *m, int x, int y, object *sp_op)
404 object *op; 330{
405
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 331 if (OUT_OF_REAL_MAP (m, x, y))
407 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
408 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
409 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
410 return 1;
411
412 return 0; 332 return 0;
333
334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
336 && (!QUERY_FLAG (op, FLAG_ALIVE)
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1;
339
340 return 0;
413} 341}
414 342
415/* cast_create_object: creates object new_op in direction dir 343/* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op). 344 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything. 345 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function . 346 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed 347 * returns the direction that the object was actually placed
420 * in. 348 * in.
421 */ 349 */
350int
422int cast_create_obj(object *op,object *caster,object *new_op, int dir) 351cast_create_obj (object *op, object *caster, object *new_op, int dir)
423{ 352{
424 mapstruct *m; 353 maptile *m;
425 sint16 sx, sy; 354 sint16 sx, sy;
426 355
427 if(dir && 356 if (dir &&
428 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
429 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
359 {
430 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
431 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); 361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
432 dir = 0; 362 dir = 0;
433 } 363 }
434 new_op->x=op->x+freearr_x[dir]; 364
435 new_op->y=op->y+freearr_y[dir]; 365 SET_FLAG (new_op, FLAG_IDENTIFIED);
436 if (dir == 0) 366 op->map->insert (new_op,
437 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
438 else 368 op,
439 insert_ob_in_map(new_op,op->map,op,0); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
440 return dir; 371 return dir;
372}
373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
441} 390}
442 391
443/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
444 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
446 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
447 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
448 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
449 * 398 */
450 */ 399int
451
452int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
453 object *tmp; 401{
454 int mflags; 402 if (!xy_normalise (m, x, y))
455 mapstruct *mp; 403 return 0;
456 404
457 mp = m; 405 mapspace &ms = m->at (x, y);
458 mflags = get_map_flags(m, &mp, x, y, &x, &y); 406 ms.update ();
459 407
460 if (mflags & P_OUT_OF_MAP) return 0; 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0;
461 410
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; 411 int max_effects = 5; // max. number of similar spells per mapspace
463 412
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
414 {
465 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
467 * leave this out and let in progress, and other areas of the code 417 * leave this out and let in progress, and other areas of the code
468 * will then remove it, but that would seem to to use more 418 * will then remove it, but that would seem to to use more
469 * resources, and may not work as well if a player is standing 419 * resources, and may not work as well if a player is standing
470 * on top of a counterwall spell (may hit the player before being 420 * on top of a counterwall spell (may hit the player before being
471 * removed.) On the other hand, it may be more dramatic for the 421 * removed.) On the other hand, it may be more dramatic for the
472 * spell to actually hit the counterwall and be sucked up. 422 * spell to actually hit the counterwall and be sucked up.
473 */ 423 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) && 424 if ((tmp->attacktype & AT_COUNTERSPELL)
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && 425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
476 (tmp->type != WEAPON) && (tmp->type != BOW) && 426 && (tmp->type != PLAYER)
477 (tmp->type != ARROW) && (tmp->type != GOLEM) && 427 && (tmp->type != WEAPON)
428 && (tmp->type != BOW)
429 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
432 // we special case floor here because there
433 // are sometimes spell effect floors
434 // which are used to inflict damage
435 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava
478 (immune_stop & AT_MAGIC)) return 0; 437 && (immune_stop & AT_MAGIC))
438 return 0;
479 439
440 if (tmp->type == op->type)
441 {
442 if (tmp->subtype == op->subtype
443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
444 {
480 /* This is to prevent 'out of control' spells. Basically, this 445 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately 446 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe. 447 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so 448 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head. 449 * we don't need to worry about the head.
485 */ 450 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && 451 if (tmp->stats.maxhp == op->stats.maxhp)
487 (tmp->subtype == op->subtype))
488 return 0; 452 return 0;
489 453
490 /* 454 /*
491 * Combine similar spell effects into one spell effect. Needed for 455 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for 456 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons. 457 * playability reasons.
494 */ 458 */
495 if (tmp->arch == op->arch
496 && tmp->type == op->type
497 && tmp->subtype == op->subtype
498 && tmp->owner == op->owner
499 && ((tmp->subtype == SP_EXPLOSION)
500 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) 459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
501 ) { 460 if (mergable_owner (tmp, op))
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 461 {
503 tmp->range = MAX (tmp->range, op->range); 462 // if same owner, then combine, but reduce advantage of multiple spells
504 tmp->duration = MAX (tmp->duration, op->duration); 463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
505 return 0; 474 return 0;
506 } 475 }
507 476
508 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
509 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
510 */ 479 */
511 } 480 }
481
512 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
513 return 1; 483 return 1;
514} 484}
515 485
516/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
517 * op: person firing the object. 487 * op: person firing the object.
518 * caster: object casting the spell. 488 * caster: object casting the spell.
521 * dir: direction to fire in. 491 * dir: direction to fire in.
522 * spell: spell that is being fired. It uses other_arch for the archetype 492 * spell: spell that is being fired. It uses other_arch for the archetype
523 * to fire. 493 * to fire.
524 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
525 */ 495 */
526 496int
527int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, 497fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
528 int dir, object *spell)
529{ 498{
530 object *tmp;
531 int mflags;
532 mapstruct *m;
533
534 if(spell->other_arch==NULL) 499 if (!spell->other_arch)
535 return 0; 500 return 0;
536 501
537 m = op->map; 502 object *tmp = spell->other_arch->instance ();
538 mflags = get_map_flags(m, &m, x, y, &x, &y); 503
539 if (mflags & P_OUT_OF_MAP) { 504 if (!tmp)
540 return 0; 505 return 0;
541 }
542 506
543 tmp=arch_to_object(spell->other_arch);
544
545 if(tmp==NULL)
546 return 0;
547
548 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
549 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
550 free_object(tmp);
551 return 0;
552 }
553
554
555
556 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
558 /* code in time.c uses food for some things, duration for others */ 509 /* code in time.c uses food for some things, duration for others */
559 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
561 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir; 513 tmp->direction = dir;
565 if (get_owner (op) != NULL) 514 tmp->set_owner (op);
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
571 517
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
574 if(!tailor_god_spell(tmp,op)) return 0; 520 if (!tailor_god_spell (tmp, op))
575 } 521 return 0;
522
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
577 SET_ANIMATION(tmp, dir); 524 SET_ANIMATION (tmp, dir);
578 525
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
580 return 1;
581
582 move_spell_effect(tmp); 527 move_spell_effect (tmp);
583 528
584 return 1; 529 return 1;
585} 530}
586
587
588 531
589/***************************************************************************** 532/*****************************************************************************
590 * 533 *
591 * Code related to rods - perhaps better located in another file? 534 * Code related to rods - perhaps better located in another file?
592 * 535 *
593 ****************************************************************************/ 536 ****************************************************************************/
594 537void
595void regenerate_rod(object *rod) { 538regenerate_rod (object *rod)
539{
596 if (rod->stats.hp < rod->stats.maxhp) { 540 if (rod->stats.hp < rod->stats.maxhp)
597 rod->stats.hp+= 1 + rod->stats.maxhp/10; 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
598
599 if (rod->stats.hp > rod->stats.maxhp)
600 rod->stats.hp = rod->stats.maxhp;
601 }
602} 542}
603 543
604 544void
605void drain_rod_charge(object *rod) { 545drain_rod_charge (object *rod)
546{
606 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); 547 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
607} 548}
608
609
610
611 549
612/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
613 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
614 * op is what is looking for the target (which can be a player), 552 * op is what is looking for the target (which can be a player),
615 * dir is the direction we are looking in. Return object found, or 553 * dir is the direction we are looking in. Return object found, or
616 * NULL if no good object. 554 * NULL if no good object.
617 */ 555 */
618 556object *
619object *find_target_for_friendly_spell(object *op,int dir) { 557find_target_for_friendly_spell (object *op, int dir)
558{
620 object *tmp; 559 object *tmp;
621 mapstruct *m;
622 sint16 x, y;
623 int mflags;
624 560
625 /* I don't really get this block - if op isn't a player or rune, 561 /* I don't really get this block - if op isn't a player or rune,
626 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
627 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
628 */ 564 */
629 if(op->type!=PLAYER && op->type!=RUNE) { 565 if (op->type != PLAYER && op->type != RUNE)
630 tmp=get_owner(op); 566 {
567 tmp = op->owner;
631 /* If the owner does not exist, or is not a monster, than apply the spell 568 /* If the owner does not exist, or is not a monster, than apply the spell
632 * to the caster. 569 * to the caster.
633 */ 570 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
635 }
636 else {
637 m = op->map; 572 tmp = op;
573 }
574 else
575 {
576 maptile *m = op->map;
638 x = op->x+freearr_x[dir]; 577 sint16 x = op->x + freearr_x[dir];
639 y = op->y+freearr_y[dir]; 578 sint16 y = op->y + freearr_y[dir];
640
641 mflags = get_map_flags(m, &m, x, y, &x, &y);
642
643 if (mflags & P_OUT_OF_MAP)
644 tmp=NULL;
645 else {
646 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
647 if(tmp->type==PLAYER)
648 break;
649 } 579
580 tmp = xy_normalise (m, x, y)
581 ? m->at (x, y).player ()
582 : 0;
650 } 583 }
584
651 /* didn't find a player there, look in current square for a player */ 585 /* didn't find a player there, look in current square for a player */
652 if(tmp==NULL) 586 if (!tmp)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 587 tmp = op->ms ().player ();
654 {
655 if(tmp->type==PLAYER)
656 break;
657 }
658 588
659 return tmp; 589 return tmp;
660} 590}
661
662
663 591
664/* raytrace: 592/* raytrace:
665 * spell_find_dir(map, x, y, exclude) will search first the center square 593 * spell_find_dir(map, x, y, exclude) will search first the center square
666 * then some close squares in the given map at the given coordinates for 594 * then some close squares in the given map at the given coordinates for
667 * live objects. 595 * live objects.
670 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
671 * It returns the direction toward the first/closest live object if it finds 599 * It returns the direction toward the first/closest live object if it finds
672 * any, otherwise -1. 600 * any, otherwise -1.
673 * note that exclude can be NULL, in which case all bets are off. 601 * note that exclude can be NULL, in which case all bets are off.
674 */ 602 */
675 603int
676int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 604spell_find_dir (maptile *m, int x, int y, object *exclude)
605{
677 int i,max=SIZEOFFREE; 606 int i, max = SIZEOFFREE;
678 sint16 nx,ny; 607 sint16 nx, ny;
679 int owner_type=0, mflags; 608 int owner_type = 0, mflags;
680 object *tmp; 609 object *tmp;
681 mapstruct *mp; 610 maptile *mp;
682 611
683 if (exclude && exclude->head) 612 if (exclude && exclude->head)
684 exclude = exclude->head; 613 exclude = exclude->head;
685 if (exclude && exclude->type) 614 if (exclude && exclude->type)
686 owner_type = exclude->type; 615 owner_type = exclude->type;
687 616
688 for(i=rndm(1, 8);i<max;i++) { 617 for (i = rndm (1, 8); i < max; i++)
618 {
689 nx = x + freearr_x[i]; 619 nx = x + freearr_x[i];
690 ny = y + freearr_y[i]; 620 ny = y + freearr_y[i];
691 mp = m; 621 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
624 continue;
694 625
695 tmp=get_map_ob(mp,nx,ny); 626 tmp = GET_MAP_OB (mp, nx, ny);
696 627
697 while(tmp!=NULL && (((owner_type==PLAYER && 628 while (tmp != NULL && (((owner_type == PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
700 (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 tmp=tmp->above; 631 tmp = tmp->above;
702 632
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 633 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704 return freedir[i]; 634 return freedir[i];
705 } 635 }
706 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
707} 637}
708
709
710 638
711/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
714 */ 642 */
715 643void
716void put_a_monster(object *op,const char *monstername) { 644put_a_monster (object *op, const char *monstername)
645{
717 object *tmp,*head=NULL,*prev=NULL; 646 object *tmp, *head = NULL, *prev = NULL;
718 archetype *at; 647 archetype *at;
719 int dir; 648 int dir;
720 649
721 /* Handle cases where we are passed a bogus mosntername */ 650 /* Handle cases where we are passed a bogus mosntername */
722 651
723 if((at=find_archetype(monstername))==NULL) return; 652 if ((at = archetype::find (monstername)) == NULL)
653 return;
724 654
725 /* find a free square nearby 655 /* find a free square nearby
726 * first we check the closest square for free squares 656 * first we check the closest square for free squares
727 */ 657 */
728 658
729 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); 659 dir = find_first_free_spot (at, op->map, op->x, op->y);
730 if(dir!=-1) { 660 if (dir != -1)
661 {
731 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly 663 * insert multipart monsters properly
733 */ 664 */
665 //TODO: use expand_tail + ...
734 while (at!=NULL) { 666 while (at != NULL)
667 {
735 tmp=arch_to_object(at); 668 tmp = arch_to_object (at);
736 tmp->x=op->x+freearr_x[dir]+at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
738 tmp->map = op->map; 671 tmp->map = op->map;
739 if (head) { 672 if (head)
673 {
740 tmp->head=head; 674 tmp->head = head;
741 prev->more=tmp; 675 prev->more = tmp;
742 } 676 }
677
743 if (!head) head=tmp; 678 if (!head)
679 head = tmp;
680
744 prev=tmp; 681 prev = tmp;
745 at=at->more; 682
683 at = (archetype *)at->more;
746 } 684 }
747 685
748 if (head->randomitems) 686 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
750 688
751 insert_ob_in_map(head,op->map,op,0); 689 insert_ob_in_map (head, op->map, op, 0);
752 690
753 /* thought it'd be cool to insert a burnout, too.*/ 691 /* thought it'd be cool to insert a burnout, too. */
754 tmp=get_archetype("burnout"); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
755 tmp->map = op->map;
756 tmp->x=op->x+freearr_x[dir];
757 tmp->y=op->y+freearr_y[dir];
758 insert_ob_in_map(tmp,op->map,op,0);
759 } 693 }
760} 694}
761 695
762/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
763 * places them in nearby squares. 697 * places them in nearby squares.
770 * Note that this is not used by any spells (summon evil monsters 704 * Note that this is not used by any spells (summon evil monsters
771 * use to call this, but best I can tell, that spell/ability was 705 * use to call this, but best I can tell, that spell/ability was
772 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
774 */ 708 */
775 709int
776int summon_hostile_monsters(object *op,int n,const char *monstername){ 710summon_hostile_monsters (object *op, int n, const char *monstername)
711{
777 int i; 712 int i;
713
778 for(i=0;i<n;i++) 714 for (i = 0; i < n; i++)
779 put_a_monster(op,monstername); 715 put_a_monster (op, monstername);
780 716
781 return n; 717 return n;
782} 718}
783 719
784 720
785/* Some local definitions for shuffle-attack */ 721/* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle { 722struct attacktype_shuffle
723{
787 int attacktype; 724 int attacktype;
788 int face; 725 int face;
789 } ATTACKS[22] = { 726} ATTACKS[22] =
727{
790 {AT_PHYSICAL,0}, 728 { AT_PHYSICAL, 0},
791 {AT_PHYSICAL,0}, /*face = explosion*/ 729 { AT_PHYSICAL, 0}, /*face = explosion */
792 {AT_PHYSICAL,0}, 730 { AT_PHYSICAL, 0},
793 {AT_MAGIC,1}, 731 { AT_MAGIC, 1},
794 {AT_MAGIC,1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
795 {AT_MAGIC,1}, 733 { AT_MAGIC, 1},
796 {AT_FIRE,2}, 734 { AT_FIRE, 2},
797 {AT_FIRE,2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
798 {AT_FIRE,2}, 736 { AT_FIRE, 2},
799 {AT_ELECTRICITY,3}, 737 { AT_ELECTRICITY, 3},
800 {AT_ELECTRICITY,3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
801 {AT_ELECTRICITY,3}, 739 { AT_ELECTRICITY, 3},
802 {AT_COLD,4},
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4}, 740 { AT_COLD, 4},
741 { AT_COLD, 4}, /* face=icestorm */
742 { AT_COLD, 4},
805 {AT_CONFUSION,5}, 743 { AT_CONFUSION, 5},
806 {AT_POISON,7}, 744 { AT_POISON, 7},
807 {AT_POISON,7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
808 {AT_POISON,7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
809 {AT_SLOW,8}, 747 { AT_SLOW, 8},
810 {AT_PARALYZE,9}, 748 { AT_PARALYZE, 9},
811 {AT_FEAR,10} }; 749 { AT_FEAR, 10},
812 750};
813
814 751
815/* shuffle_attack: peterm 752/* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
817 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
818 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
826 * would be nice. 763 * would be nice.
827 * I also fixed a bug here in that attacktype was |= - 764 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all 765 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 766 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */ 767 */
768void
831void shuffle_attack(object *op,int change_face) 769shuffle_attack (object *op, int change_face)
832{ 770{
833 int i; 771 int i;
772
834 i=rndm(0, 21); 773 i = rndm (0, 21);
835 774
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 775 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
837 776
838 if(change_face) { 777 if (change_face)
778 {
839 SET_ANIMATION(op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
840 } 780 }
841} 781}
842
843 782
844/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
845 * at casting a prayer. 784 * at casting a prayer.
846 * op is the player. 785 * op is the player.
847 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
848 * power is how much grace the spell would normally take to cast. 787 * power is how much grace the spell would normally take to cast.
849 */ 788 */
850 789void
851void prayer_failure(object *op, int failure,int power) 790prayer_failure (object *op, int failure, int power)
852{ 791{
853 const char *godname; 792 const char *godname;
854 object *tmp; 793 object *tmp;
855 794
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 795 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit";
857 797
858 if(failure<= -20 && failure > -40) /* wonder */ 798 if (failure <= -20 && failure > -40) /* wonder */
859 { 799 {
860 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); 800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
861 tmp = get_archetype(SPELL_WONDER); 801 tmp = get_archetype (SPELL_WONDER);
862 cast_cone(op,op,0,tmp); 802 cast_cone (op, op, 0, tmp);
863 free_object(tmp); 803 tmp->destroy ();
864 } 804 }
865 805
866 else if (failure <= -40 && failure > -60) /* confusion */ 806 else if (failure <= -40 && failure > -60) /* confusion */
867 { 807 {
868 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); 808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
869 confuse_player(op,op,99); 809 confuse_player (op, op, 99);
870 } 810 }
871 else if (failure <= -60 && failure> -150) /* paralysis */ 811 else if (failure <= -60 && failure > -150) /* paralysis */
872 { 812 {
873 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); 813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
874 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); 814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
875 paralyze_player(op,op,99); 815 paralyze_player (op, op, 99);
876 } 816 }
877 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
878 { 818 {
879 tmp = get_archetype(GOD_POWER); 819 tmp = get_archetype (GOD_POWER);
880 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); 820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
881 cast_magic_storm(op,tmp, power); 821 cast_magic_storm (op, tmp, power);
882 } 822 }
883} 823}
884 824
885/* 825/*
886 * spell_failure() handles the various effects for differing degrees 826 * spell_failure() handles the various effects for differing degrees
889 * failure is a random value of how badly you failed. 829 * failure is a random value of how badly you failed.
890 * power is how many spellpoints you'd normally need for the spell. 830 * power is how many spellpoints you'd normally need for the spell.
891 * skill is the skill you'd need to cast the spell. 831 * skill is the skill you'd need to cast the spell.
892 */ 832 */
893 833
834void
894void spell_failure(object *op, int failure,int power, object *skill) 835spell_failure (object *op, int failure, int power, object *skill)
895{ 836{
896 object *tmp; 837 object *tmp;
897 838
898 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
899 return; 840 return;
900 841
901 if (failure<=-20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
902 { 843 {
903 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); 844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
904 tmp = get_archetype(SPELL_WONDER); 845 tmp = get_archetype (SPELL_WONDER);
905 cast_cone(op,op,0,tmp); 846 cast_cone (op, op, 0, tmp);
906 free_object(tmp); 847 tmp->destroy ();
907 } 848 }
908 849
909 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
910 { 851 {
911 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); 852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
912 confuse_player(op,op,99); 853 confuse_player (op, op, 99);
913 } 854 }
914 else if (failure <= -60 && failure> -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
915 { 856 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
917 paralyze_player(op,op,99); 858 paralyze_player (op, op, 99);
918 } 859 }
919 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
920 { 861 {
921 object *tmp; 862 object *tmp;
863
922 /* Safety check to make sure we don't get any mana storms in scorn */ 864 /* Safety check to make sure we don't get any mana storms in scorn */
923 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { 865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 {
924 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
926 869
927 } else {
928 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
929 tmp=get_archetype(LOOSE_MANA);
930 tmp->level=skill->level;
931 tmp->x=op->x;
932 tmp->y=op->y;
933
934 /* increase the area of destruction a little for more powerful spells */
935 tmp->range+=isqrt(power);
936
937 if (power>25) tmp->stats.dam = 25 + isqrt(power);
938 else tmp->stats.dam=power; /* nasty recoils! */
939
940 tmp->stats.maxhp=tmp->count;
941 insert_ob_in_map(tmp,op->map,NULL,0);
942 } 870 }
943 } 871 else
944}
945
946int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
947 {
948 int success;
949 player *pl;
950 object *spell;
951
952 if ( !spell_ob->other_arch )
953 { 872 {
954 LOG( llevError, "cast_party_spell: empty other arch\n" ); 873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
955 return 0; 874 tmp = get_archetype (LOOSE_MANA);
875 tmp->level = skill->level;
876
877 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power);
879
880 if (power > 25)
881 tmp->stats.dam = 25 + isqrt (power);
882 else
883 tmp->stats.dam = power; /* nasty recoils! */
884
885 tmp->stats.maxhp = tmp->count;
886
887 tmp->insert_at (op);
956 } 888 }
889 }
890}
891
892int
893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
894{
895 if (!spell_ob->other_arch)
896 {
897 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0;
899 }
900
957 spell = arch_to_object( spell_ob->other_arch ); 901 object *spell = arch_to_object (spell_ob->other_arch);
958 902
959 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
960 success = cast_spell( op, caster, dir, spell, stringarg ); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
961 905
962 if ( caster->contr->party == NULL ) 906 if (!op->contr || !op->contr->party)
963 { 907 {
964 remove_ob( spell ); 908 spell->remove ();
965 return success; 909 return success;
966 } 910 }
967 for( pl=first_player; pl!=NULL; pl=pl->next ) 911
968 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 912 for_all_players (pl)
969 { 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
971 } 917
972 remove_ob( spell ); 918 spell->remove ();
973 return success; 919 return success;
974 } 920}
975 921
976/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
977 * 923 *
978 * op is the creature that is owner of the object that is casting the spell - 924 * op is the creature that is owner of the object that is casting the spell -
979 * eg, the player or monster. 925 * eg, the player or monster.
981 * same as op. 927 * same as op.
982 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
983 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
984 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
985 * we can determine what to do. 931 * we can determine what to do.
986 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
987 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
988 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
989 * etc. 935 * etc.
990 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
991 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
998 * 944 *
999 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1000 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1002 */ 948 */
1003 949int
1004int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1005 951{
1006 const char *godname; 952 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype; 953 int success = 0;
1008 object *skill=NULL; 954 object *skill = NULL;
1009 955
1010 old_shoottype = op->contr ? op->contr->shoottype : 0;
1011
1012 if (!spell_ob) { 956 if (!spell_ob)
957 {
1013 LOG(llevError,"cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1014 return 0; 959 return 0;
1015 } 960 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1017 961
962 if (!strcmp ((godname = determine_god (op)), "none"))
963 godname = "A random spirit";
964
1018 /* the caller should set caster to op if appropriate */ 965 /* the caller should set caster to op if appropriate */
1019 if (!caster) { 966 if (!caster)
967 {
1020 LOG(llevError,"cast_spell: null caster object passed\n"); 968 LOG (llevError, "cast_spell: null caster object passed\n");
1021 return 0; 969 return 0;
1022 } 970 }
1023 971
1024 /* if caster is a spell casting object, this normally shouldn't be 972 /* if caster is a spell casting object, this normally shouldn't be
1025 * an issue, because they don't have any spellpaths set up. 973 * an issue, because they don't have any spellpaths set up.
1026 */ 974 */
1027 if (caster->path_denied & spell_ob->path_attuned) { 975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
976 {
1028 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); 977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1029 return 0; 978 return 0;
1030 } 979 }
1031 980
1032 /* if it is a player casting the spell, and they are really casting it 981 /* if it is a player casting the spell, and they are really casting it
1033 * (vs it coming from a wand, scroll, or whatever else), do some 982 * (vs it coming from a wand, scroll, or whatever else), do some
1034 * checks. We let monsters do special things - eg, they 983 * checks. We let monsters do special things - eg, they
1035 * don't need the skill, bypass level checks, etc. The monster function 984 * don't need the skill, bypass level checks, etc. The monster function
1036 * should take care of that. 985 * should take care of that.
1037 * Remove the wiz check here and move it further down - some spells 986 * Remove the wiz check here and move it further down - some spells
1038 * need to have the right skill pointer passed, so we need to 987 * need to have the right skill pointer passed, so we need to
1039 * at least process that code. 988 * at least process that code.
1040 */ 989 */
1041 if (op->type == PLAYER && op == caster) { 990 if (op->type == PLAYER && op == caster)
1042 cast_level = caster_level(caster, spell_ob); 991 {
1043 if (spell_ob->skill) { 992 if (spell_ob->skill)
993 {
1044 skill = find_skill_by_name(op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1045 if (!skill) { 996 if (!skill)
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", 997 {
998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1047 &spell_ob->skill, &spell_ob->name); 1001 &spell_ob->skill, &spell_ob->name));
1048 return 0; 1002 return 0;
1049 } 1003 }
1050 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { 1004
1051 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); 1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1010 {
1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1052 return 0; 1027 return 0;
1053 } 1028 }
1054 } 1029 }
1030
1055 /* If the caster is the wiz, they don't ever fail, and don't have 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1056 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1057 */ 1033 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) { 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1035 {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1060 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { 1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1061 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); 1038 {
1039 op->failmsg ("You don't have enough mana!");
1062 return 0; 1040 return 0;
1063 } 1041 }
1042
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1065 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { 1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1045 {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1067 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { 1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1068 new_draw_info_format(NDI_UNIQUE, 0,op,
1069 "%s grants your prayer, though you are unworthy.",godname); 1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else
1070 } 1050 {
1071 else {
1072 prayer_failure(op,op->stats.grace,
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); 1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1074 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1075 return 0; 1053 return 0;
1076 } 1054 }
1077 } 1055 }
1078 1056
1079 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1080 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < 1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1081 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { 1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1082 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1083 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1084 if (settings.casting_time == TRUE) {
1085 op->casting_time = -1;
1086 } 1060 {
1061 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer.");
1063
1087 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); 1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1088 return 0; 1065 return 0;
1066 }
1089 } else if (spell_ob->stats.sp) { 1067 else if (spell_ob->stats.sp)
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) - 1068 {
1091 op->contr->encumbrance +op->level - spell_ob->level +35; 1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1092 1070
1093 if( failure < 0) { 1071 if (failure < 0)
1072 {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); 1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1095 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), 1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1098 skill); 1076
1099 op->contr->shoottype = (rangetype) old_shoottype;
1100 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); 1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1101 return 0; 1078 return 0;
1102 } 1079 }
1103 } 1080 }
1104 } 1081 }
1105 } 1082 }
1106
1107 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1108 1083
1084 int mflags = op->ms ().flags ();
1085
1109 /* See if we can cast a spell here. If the caster and op are 1086 /* See if we can cast a spell here. If the caster and op are
1110 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1112 * doing. 1089 * doing.
1113 */ 1090 */
1114 1091
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 { 1093 {
1117 new_draw_info(NDI_UNIQUE, 0,op,
1118 "This ground is sacred! The gods prevent any magical effects done by you here!."); 1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0;
1096 }
1097
1098 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST)
1101 && (QUERY_FLAG (caster, FLAG_ALIVE)
1102 || QUERY_FLAG (op, FLAG_ALIVE))
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 {
1105 if (op->type != PLAYER)
1119 return 0; 1106 return 0;
1120 }
1121 1107
1122 if ((spell_ob->type == SPELL)
1123 && (caster->type != POTION)
1124 && !QUERY_FLAG(op, FLAG_WIZCAST)
1125 && (QUERY_FLAG(caster, FLAG_ALIVE)
1126 || QUERY_FLAG(op, FLAG_ALIVE))
1127 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1128 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1129 {
1130 if (op->type!=PLAYER)
1131 return 0;
1132
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); 1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1110 else if (object *item = op->contr->ranged_ob)
1111 {
1112 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL)
1115 op->failmsg ("Something blocks the magic of your scroll.");
1116 else
1117 op->failmsg ("Something blocks the magic of your item.");
1118 }
1119 else
1120 op->failmsg ("Something blocks the spell!");
1121
1122 return 0;
1123 }
1124
1125 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time.
1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long
1138 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1141 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed);
1144
1145 if (op->type == PLAYER && op == caster)
1146 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 }
1150
1151 /* We want to try to find the skill to properly credit exp.
1152 * for spell casting objects, the exp goes to the skill the casting
1153 * object requires.
1154 */
1155 if (op != caster && !skill && caster->skill)
1156 {
1157 skill = find_skill_by_name (op, caster->skill);
1158 if (!skill)
1159 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1161 return 0;
1162 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1169
1170 switch (spell_ob->subtype)
1171 {
1172 /* The order of case statements is same as the order they show up
1173 * in spells.h.
1174 */
1175 case SP_RAISE_DEAD:
1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1177 break;
1178
1179 case SP_RUNE:
1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1181 break;
1182
1183 case SP_MAKE_MARK:
1184 success = write_mark (op, spell_ob, spellparam);
1185 break;
1186
1187 case SP_BOLT:
1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1189 break;
1190
1191 case SP_BULLET:
1192 success = fire_bullet (op, caster, dir, spell_ob);
1193 break;
1194
1195 case SP_CONE:
1196 success = cast_cone (op, caster, dir, spell_ob);
1197 break;
1198
1199 case SP_BOMB:
1200 success = create_bomb (op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_WONDER:
1204 success = cast_wonder (op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_SMITE:
1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1209 break;
1210
1211 case SP_MAGIC_MISSILE:
1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1213 break;
1214
1215 case SP_SUMMON_GOLEM:
1216 success = summon_golem (op, caster, dir, spell_ob);
1217 break;
1218
1219 case SP_DIMENSION_DOOR:
1220 /* dimension door needs the actual caster, because that is what is
1221 * moved.
1222 */
1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1224 break;
1225
1226 case SP_MAGIC_MAPPING:
1227 if (op->type == PLAYER)
1228 {
1229 spell_effect (spell_ob, op->x, op->y, op->map, op);
1230 draw_magic_map (op);
1231 success = 1;
1232 }
1135 else 1233 else
1136 switch(op->contr->shoottype) 1234 success = 0;
1137 {
1138 case range_magic:
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1140 break; 1235 break;
1141 case range_misc: 1236
1142 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); 1237 case SP_MAGIC_WALL:
1238 success = magic_wall (op, caster, dir, spell_ob);
1143 break; 1239 break;
1144 case range_golem: 1240
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); 1241 case SP_DESTRUCTION:
1242 success = cast_destruction (op, caster, spell_ob);
1146 break; 1243 break;
1147 default: 1244
1245 case SP_PERCEIVE_SELF:
1246 success = perceive_self (op);
1148 break; 1247 break;
1149 }
1150 return 0;
1151 }
1152 1248
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1249 case SP_WORD_OF_RECALL:
1154 if (op->casting_time==-1) { /* begin the casting */ 1250 success = cast_word_of_recall (op, caster, spell_ob);
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); 1251 break;
1156 op->spell = spell_ob; 1252
1157 /* put the stringarg into the object struct so that when the 1253 case SP_INVISIBLE:
1158 * spell is actually cast, it knows about the stringarg. 1254 success = cast_invisible (op, caster, spell_ob);
1159 * necessary for the invoke command spells. 1255 break;
1160 */ 1256
1161 if(stringarg) { 1257 case SP_PROBE:
1162 op->spellarg = strdup_local(stringarg); 1258 success = probe (op, caster, spell_ob, dir);
1163 } 1259 break;
1164 else op->spellarg=NULL; 1260
1165 return 0; 1261 case SP_HEALING:
1166 } 1262 success = cast_heal (op, caster, spell_ob, dir);
1167 else if (op->casting_time != 0) { 1263 break;
1168 if (op->type == PLAYER ) 1264
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1265 case SP_CREATE_FOOD:
1170 return 0; 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1171 } else { /* casting_time == 0 */ 1267 break;
1172 op->casting_time = -1; 1268
1173 spell_ob = op->spell; 1269 case SP_EARTH_TO_DUST:
1174 stringarg = op->spellarg; 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1175 } 1271 break;
1176 } else { 1272
1177 /* Take into account how long it takes to cast the spell. 1273 case SP_CHANGE_ABILITY:
1178 * if the player is casting it, then we use the time in 1274 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1179 * the spell object. If it is a spell object, have it 1275 break;
1180 * take two ticks. Things that cast spells on the players 1276
1181 * behalf (eg, altars, and whatever else) shouldn't cost 1277 case SP_BLESS:
1182 * the player any time. 1278 success = cast_bless (op, caster, spell_ob, dir);
1183 * Ignore casting time for firewalls 1279 break;
1280
1281 case SP_CURSE:
1282 success = cast_curse (op, caster, spell_ob, dir);
1283 break;
1284
1285 case SP_SUMMON_MONSTER:
1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1287 break;
1288
1289 case SP_CHARGING:
1290 success = recharge (op, caster, spell_ob);
1291 break;
1292
1293 case SP_POLYMORPH:
1294#ifdef NO_POLYMORPH
1295 /* Not great, but at least provide feedback so if players do have
1296 * polymorph (ie, find it as a preset item or left over from before
1297 * it was disabled), they get some feedback.
1184 */ 1298 */
1185 if (caster == op && caster->type != FIREWALL) { 1299 op->failmsg ("The spell fizzles!");
1186 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1300 success = 0;
1187 /* Other portions of the code may also decrement the speed of the player, so 1301#else
1188 * put a lower limit so that the player isn't stuck here too long 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1189 */ 1303#endif
1190 if ((spell_ob->casting_time > 0) &&
1191 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1192 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1193 } else if (caster->type == WAND || caster->type == HORN ||
1194 caster->type == ROD || caster->type == POTION ||
1195 caster->type == SCROLL) {
1196 op->speed_left -= 2 * FABS(op->speed);
1197 }
1198 }
1199
1200 if (op->type == PLAYER && op == caster) {
1201 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1202 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1203 }
1204
1205 /* We want to try to find the skill to properly credit exp.
1206 * for spell casting objects, the exp goes to the skill the casting
1207 * object requires.
1208 */
1209 if (op != caster && !skill && caster->skill) {
1210 skill = find_skill_by_name(op, caster->skill);
1211 if (!skill) {
1212 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1213 &caster->skill, query_name(caster));
1214 return 0;
1215 }
1216 change_skill(op, skill, 0); /* needed for proper exp credit */
1217 }
1218
1219 switch(spell_ob->subtype) {
1220 /* The order of case statements is same as the order they show up
1221 * in in spells.h.
1222 */
1223 case SP_RAISE_DEAD:
1224 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1225 break; 1304 break;
1226 1305
1227 case SP_RUNE: 1306 case SP_ALCHEMY:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg); 1307 success = alchemy (op, caster, spell_ob);
1229 break; 1308 break;
1230 1309
1231 case SP_MAKE_MARK: 1310 case SP_REMOVE_CURSE:
1232 success = write_mark(op, spell_ob, stringarg); 1311 success = remove_curse (op, caster, spell_ob);
1233 break; 1312 break;
1234 1313
1235 case SP_BOLT: 1314 case SP_IDENTIFY:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill); 1315 success = cast_identify (op, caster, spell_ob);
1237 break; 1316 break;
1238 1317
1239 case SP_BULLET:
1240 success = fire_bullet(op, caster, dir, spell_ob);
1241 break;
1242
1243 case SP_CONE:
1244 success = cast_cone(op, caster, dir, spell_ob);
1245 break;
1246
1247 case SP_BOMB:
1248 success = create_bomb(op,caster,dir, spell_ob);
1249 break;
1250
1251 case SP_WONDER:
1252 success = cast_wonder(op,caster, dir,spell_ob);
1253 break;
1254
1255 case SP_SMITE:
1256 success = cast_smite_spell(op,caster, dir,spell_ob);
1257 break;
1258
1259 case SP_MAGIC_MISSILE:
1260 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1261 op->y + freearr_y[dir], dir, spell_ob);
1262 break;
1263
1264 case SP_SUMMON_GOLEM:
1265 success = summon_golem(op, caster, dir, spell_ob);
1266 old_shoottype = range_golem;
1267 break;
1268
1269 case SP_DIMENSION_DOOR:
1270 /* dimension door needs the actual caster, because that is what is
1271 * moved.
1272 */
1273 success = dimension_door(op,caster, spell_ob, dir);
1274 break;
1275
1276 case SP_MAGIC_MAPPING:
1277 if(op->type==PLAYER) {
1278 spell_effect(spell_ob, op->x, op->y, op->map, op);
1279 draw_magic_map(op);
1280 success=1;
1281 }
1282 else success=0;
1283 break;
1284
1285 case SP_MAGIC_WALL:
1286 success = magic_wall(op,caster,dir,spell_ob);
1287 break;
1288
1289 case SP_DESTRUCTION: 1318 case SP_DETECTION:
1290 success = cast_destruction(op,caster,spell_ob); 1319 success = cast_detection (op, caster, spell_ob, skill);
1291 break; 1320 break;
1292 1321
1293 case SP_PERCEIVE_SELF: 1322 case SP_MOOD_CHANGE:
1294 success = perceive_self(op); 1323 success = mood_change (op, caster, spell_ob);
1295 break; 1324 break;
1296 1325
1297 case SP_WORD_OF_RECALL: 1326 case SP_MOVING_BALL:
1298 success = cast_word_of_recall(op,caster,spell_ob); 1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299 break;
1300
1301 case SP_INVISIBLE:
1302 success = cast_invisible(op,caster,spell_ob);
1303 break;
1304
1305 case SP_PROBE:
1306 success = probe(op,caster, spell_ob, dir);
1307 break;
1308
1309 case SP_HEALING:
1310 success = cast_heal(op,caster, spell_ob, dir);
1311 break;
1312
1313 case SP_CREATE_FOOD:
1314 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1315 break;
1316
1317 case SP_EARTH_TO_DUST:
1318 success = cast_earth_to_dust(op,caster,spell_ob);
1319 break;
1320
1321 case SP_CHANGE_ABILITY:
1322 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1323 break;
1324
1325 case SP_BLESS:
1326 success = cast_bless(op,caster,spell_ob, dir);
1327 break;
1328
1329 case SP_CURSE:
1330 success = cast_curse(op,caster,spell_ob, dir);
1331 break;
1332
1333 case SP_SUMMON_MONSTER:
1334 success = summon_object(op,caster,spell_ob, dir,stringarg);
1335 break;
1336
1337 case SP_CHARGING:
1338 success = recharge(op, caster, spell_ob);
1339 break;
1340
1341 case SP_POLYMORPH:
1342#ifdef NO_POLYMORPH
1343 /* Not great, but at least provide feedback so if players do have
1344 * polymorph (ie, find it as a preset item or left over from before
1345 * it was disabled), they get some feedback.
1346 */ 1328 {
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1348 success = 0; 1330 success = 0;
1349#else 1331 }
1350 success = cast_polymorph(op,caster,spell_ob, dir); 1332 else
1351#endif 1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1352 break; 1334 break;
1353 1335
1354 case SP_ALCHEMY:
1355 success = alchemy(op, caster, spell_ob);
1356 break;
1357
1358 case SP_REMOVE_CURSE:
1359 success = remove_curse(op, caster, spell_ob);
1360 break;
1361
1362 case SP_IDENTIFY:
1363 success = cast_identify(op, caster, spell_ob);
1364 break;
1365
1366 case SP_DETECTION:
1367 success = cast_detection(op, caster, spell_ob, skill);
1368 break;
1369
1370 case SP_MOOD_CHANGE:
1371 success = mood_change(op, caster, spell_ob);
1372 break;
1373
1374 case SP_MOVING_BALL:
1375 if (spell_ob->path_repelled &&
1376 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1377 new_draw_info_format(NDI_UNIQUE, 0, op,
1378 "You lack the proper attunement to cast %s", &spell_ob->name);
1379 success = 0;
1380 } else
1381 success = fire_arch_from_position(op,caster,
1382 op->x + freearr_x[dir], op->y + freearr_y[dir],
1383 dir, spell_ob);
1384 break;
1385
1386 case SP_SWARM: 1336 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1388 break; 1338 break;
1389 1339
1390 case SP_CHANGE_MANA: 1340 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir); 1341 success = cast_transfer (op, caster, spell_ob, dir);
1392 break; 1342 break;
1393 1343
1394 case SP_DISPEL_RUNE: 1344 case SP_DISPEL_RUNE:
1395 /* in rune.c */ 1345 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1397 break; 1347 break;
1398 1348
1399 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1401 break; 1351 break;
1402 1352
1403 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1405 break; 1355 break;
1406 1356
1407 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1409 old_shoottype = range_golem;
1410 break; 1359 break;
1411 1360
1412 case SP_LIGHT: 1361 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1414 break; 1363 break;
1415 1364
1416 case SP_CHANGE_MAP_LIGHT: 1365 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob); 1366 success = cast_change_map_lightlevel (op, caster, spell_ob);
1418 break; 1367 break;
1419 1368
1420 case SP_FAERY_FIRE: 1369 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob); 1370 success = cast_destruction (op, caster, spell_ob);
1422 break; 1371 break;
1423 1372
1424 case SP_CAUSE_DISEASE: 1373 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir); 1374 success = cast_cause_disease (op, caster, spell_ob, dir);
1426 break; 1375 break;
1427 1376
1428 case SP_AURA: 1377 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1430 break; 1379 break;
1431 1380
1432 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir);
1434 break;
1435
1436 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1438 break; 1383 break;
1439 1384
1440 default: 1385 default:
1441 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1442 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 }
1388
1389 op->play_sound (
1390 success
1391 ? spell_ob->sound
1443 spell_ob->subtype); 1392 ? spell_ob->sound
1393 : sound_find ("spell_success")
1394 : sound_find ("fumble_spell")
1395 );
1444 1396
1445
1446 }
1447
1448 /* FIXME - we need some better sound suppport */
1449 // yes, for example, augment map info with the spell effect
1450 // so clients can calculate the sounds themselves
1451 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1452
1453 /* free the spell arg */
1454 if(settings.casting_time == TRUE && stringarg) {
1455 free(stringarg);
1456 stringarg=NULL;
1457 }
1458 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1459 * to something like use_magic_item, but you really want to be able to fire
1460 * it again.
1461 */
1462 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1463
1464 return success; 1397 return success;
1465} 1398}
1466 1399
1467
1468/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1471 */ 1403 */
1404void
1472void move_spell_effect(object *op) { 1405move_spell_effect (object *op)
1473 1406{
1474 switch (op->subtype) { 1407 switch (op->subtype)
1408 {
1475 case SP_BOLT: 1409 case SP_BOLT:
1476 move_bolt(op); 1410 move_bolt (op);
1477 break; 1411 break;
1478 1412
1479 case SP_BULLET: 1413 case SP_BULLET:
1480 move_bullet(op); 1414 move_bullet (op);
1481 break; 1415 break;
1482 1416
1483 case SP_EXPLOSION: 1417 case SP_EXPLOSION:
1484 explosion(op); 1418 explosion (op);
1485 break; 1419 break;
1486 1420
1487 case SP_CONE: 1421 case SP_CONE:
1488 move_cone(op); 1422 move_cone (op);
1489 break; 1423 break;
1490 1424
1491 case SP_BOMB: 1425 case SP_BOMB:
1492 animate_bomb(op); 1426 animate_bomb (op);
1493 break; 1427 break;
1494 1428
1495 case SP_MAGIC_MISSILE: 1429 case SP_MAGIC_MISSILE:
1496 move_missile(op); 1430 move_missile (op);
1497 break; 1431 break;
1498 1432
1499 case SP_WORD_OF_RECALL: 1433 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op); 1434 execute_word_of_recall (op);
1501 break; 1435 break;
1502 1436
1503 case SP_MOVING_BALL: 1437 case SP_MOVING_BALL:
1504 move_ball_spell(op); 1438 move_ball_spell (op);
1505 break; 1439 break;
1506 1440
1507 case SP_SWARM: 1441 case SP_SWARM:
1508 move_swarm_spell(op); 1442 move_swarm_spell (op);
1509 break; 1443 break;
1510 1444
1511 case SP_AURA: 1445 case SP_AURA:
1512 move_aura(op); 1446 move_aura (op);
1513 break; 1447 break;
1514
1515 } 1448 }
1516} 1449}
1517 1450
1518/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1519 * something runs into the object. 1452 * something runs into the object.
1520 */ 1453 */
1454void
1521void check_spell_effect(object *op) { 1455check_spell_effect (object *op)
1522 1456{
1523 switch (op->subtype) { 1457 switch (op->subtype)
1458 {
1524 case SP_BOLT: 1459 case SP_BOLT:
1525 move_bolt(op); 1460 move_bolt (op);
1526 return; 1461 return;
1527 1462
1528 case SP_BULLET: 1463 case SP_BULLET:
1529 check_bullet(op); 1464 check_bullet (op);
1530 return; 1465 return;
1531 } 1466 }
1532
1533} 1467}
1534 1468
1535/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1536 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1537 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1538 * objects of the appropraite type. 1472 * objects of the appropriate type.
1539 */ 1473 */
1474void
1540void apply_spell_effect(object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1541{ 1476{
1542 switch (spell->subtype) { 1477 switch (spell->subtype)
1478 {
1543 case SP_CONE: 1479 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break; 1482 break;
1547 1483
1548 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) { 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1550 tag_t spell_tag = spell->count; 1486 {
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) { 1488 spell->destroy ();
1553 remove_ob (spell);
1554 free_object (spell);
1555 }
1556 } 1489 }
1557 break; 1490 break;
1558 1491
1559 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname) 1495 else if (victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1564 break; 1498 break;
1565 } 1499 }
1566} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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