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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.5 by root, Sun Aug 27 13:02:04 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 1.5 2006/08/27 13:02:04 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 (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill) 75 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill); 76 dest->skill = spob->skill;
81 else if (caster->skill) 77 else
82 dest->skill = add_refcount(caster->skill); 78 dest->skill = caster->skill;
83}
84
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void init_spells(void) {
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122#endif
123}
124
125/* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129void dump_spells(void)
130{
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140} 79}
141 80
142/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
143 * 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
144 */ 83 */
145 84void
146void spell_effect (object *spob, int x, int y, mapstruct *map, 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
147 object *originator)
148{ 86{
149
150 if (spob->other_arch != NULL) { 87 if (spob->other_arch)
151 object *effect = arch_to_object(spob->other_arch); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int min_casting_level(object *caster, object *spell)
171{ 93{
172 int new_level; 94 // compute the attuned/repelled bonus
173 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
174 if (caster->path_denied & spell->path_attuned) { 96 // repell has no such quarrels
175 /* 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)
176 * usually called BEFORE checking for path_deny. -AV
177 */
178#if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181#endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188} 99}
189
190 100
191/* This function returns the effective level the spell 101/* This function returns the effective level the spell
192 * is being cast at. 102 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */ 103 */
197 104int
198int caster_level(object *caster, object *spell) 105casting_level (object *caster, object *spell)
199{ 106{
200 int level = caster->level; 107 int level = caster->level;
201 108
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 { 111 {
217 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);
218 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
114
219 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
220 }
221 116 }
222 /* 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 */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) 118 if (object *skill = caster->contr->find_skill (spell->skill))
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 119 level = skill->level;
225 120
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
226 /* 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
227 * errors in various places. 130 * errors in various places.
228 */ 131 */
229 if (level < 1) level = 1; 132 return clamp (level, 1, settings.max_level);
230 return level;
231} 133}
232 134
233/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
239 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
240 * spell is the spell object. 142 * spell is the spell object.
241 * 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
242 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
243 */ 145 */
244 146sint16
245sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
246{ 148{
247 int sp, grace, level = caster_level(caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
248 150
249 if (settings.spellpoint_level_depend == TRUE) { 151 if (settings.spellpoint_level_depend == TRUE)
152 {
250 if (spell->stats.sp && spell->stats.maxsp) { 153 if (spell->stats.sp && spell->stats.maxsp)
251 sp= (int) (spell->stats.sp * 154 {
252 (1.0 + MAX(0, 155 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
253 (float)(level-spell->level)/ (float)spell->stats.maxsp))); 156 }
254 } 157 else
255 else sp = spell->stats.sp; 158 sp = spell->stats.sp;
256 159
257 sp *= (int) PATH_SP_MULT(caster,spell); 160 sp *= (int) PATH_SP_MULT (caster, spell);
258 if (!sp && spell->stats.sp) sp=1; 161 if (!sp && spell->stats.sp)
162 sp = 1;
259 163
260 if (spell->stats.grace && spell->stats.maxgrace) { 164 if (spell->stats.grace && spell->stats.maxgrace)
261 grace= (int) (spell->stats.grace * 165 {
262 (1.0 + MAX(0, 166 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace))); 167 }
264 } 168 else
265 else grace = spell->stats.grace; 169 grace = spell->stats.grace;
266 170
267 grace *= (int) PATH_SP_MULT(caster,spell); 171 grace *= (int) PATH_SP_MULT (caster, spell);
268 if (spell->stats.grace && !grace) grace=1; 172 if (spell->stats.grace && !grace)
269 } else { 173 grace = 1;
174 }
175 else
176 {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
271 if (spell->stats.sp && !sp) sp=1; 178 if (spell->stats.sp && !sp)
179 sp = 1;
180
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) grace=1; 182 if (spell->stats.grace && !grace)
183 grace = 1;
274 } 184 }
185
275 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace); 187 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
278 return grace; 189 return grace;
279 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
280 return sp; 191 return sp;
281 else { 192 else
193 {
282 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);
283 return 0; 195 return 0;
284 } 196 }
285} 197}
286 198
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}
287 209
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
290 */ 212 */
213int
291int SP_level_dam_adjust(object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
292{ 215{
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
301} 220}
302 221
303/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
306 */ 225 */
226int
307int SP_level_duration_adjust(object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
308{ 228{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier) 229 if (!spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 233}
319 234
320/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
323 */ 238 */
239int
324int SP_level_range_adjust(object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
325{ 241{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier) 242 if (!spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
335} 246}
336 247
337/* 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
338 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
339 * 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.
340 */ 251 */
252object *
341object *check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
342{ 254{
343 object *spop; 255 object *spop;
344 256
345 for (spop=op->inv; spop; spop=spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; 258 if (spop->type == SPELL && spop->name == name)
259 return spop;
347 260
348 return NULL; 261 return 0;
349} 262}
350
351 263
352/* 264/*
353 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
358 * exact match, we also return NULL. 270 * exact match, we also return NULL.
359 */ 271 */
360 272object *
361object *lookup_spell_by_name(object *op,const char *spname) { 273lookup_spell_by_name (object *op, const char *spname)
362 object *spob1=NULL, *spob2=NULL, *spob; 274{
275 object *spob1 = 0, *spob2 = 0;
363 int nummatch=0; 276 int nummatch = 0;
364 277
365 if(spname==NULL) return NULL; 278 if (!spname)
279 return 0;
366 280
367 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
370 */ 284 */
371 for (spob = op->inv; spob; spob=spob->below) { 285 for (object *spob = op->inv; spob; spob = spob->below)
286 {
372 if (spob->type == SPELL) { 287 if (spob->type == SPELL)
288 {
289 // TODO: WTF?
373 if (!strncmp(spob->name, spname, strlen(spname))) { 290 if (!strncmp (spob->name, spname, strlen (spname)))
374 nummatch++; 291 {
375 spob1 = spob; 292 nummatch++;
293 spob1 = spob;
294 }
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) { 295 else if (!strncmp (spob->name, spname, strlen (spob->name)))
296 {
377 /* if spells have ambiguous names, it makes matching 297 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would 298 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
381 */ 301 */
382 if (spob2) 302 if (spob2)
383 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);
384 spob2->name, spob->name); 304
385 spob2 = spob; 305 spob2 = spob;
306 }
307 }
386 } 308 }
387 }
388 }
389 /* 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
390 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
391 */ 311 */
312 if (spob2)
392 if (spob2) return spob2; 313 return spob2;
314
393 if (spob1 && nummatch == 1) return spob1; 315 if (spob1 && nummatch == 1)
316 return spob1;
317
394 return NULL; 318 return NULL;
395} 319}
396 320
397/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that 323 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.) 324 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates 325 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
403 */ 327 */
328int
404int reflwall(mapstruct *m,int x,int y, object *sp_op) { 329reflwall (maptile *m, int x, int y, object *sp_op)
405 object *op; 330{
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0; 331 if (OUT_OF_REAL_MAP (m, x, y))
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0; 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;
414} 341}
415 342
416/* cast_create_object: creates object new_op in direction dir 343/* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op). 344 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything. 345 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function . 346 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed 347 * returns the direction that the object was actually placed
421 * in. 348 * in.
422 */ 349 */
350int
423int cast_create_obj(object *op,object *caster,object *new_op, int dir) 351cast_create_obj (object *op, object *caster, object *new_op, int dir)
424{ 352{
425 mapstruct *m; 353 maptile *m;
426 sint16 sx, sy; 354 sint16 sx, sy;
427 355
428 if(dir && 356 if (dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { 358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
359 {
431 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.");
432 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.");
433 dir = 0; 362 dir = 0;
434 } 363 }
435 new_op->x=op->x+freearr_x[dir]; 364
436 new_op->y=op->y+freearr_y[dir]; 365 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 if (dir == 0) 366 op->map->insert (new_op,
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
439 else 368 op,
440 insert_ob_in_map(new_op,op->map,op,0); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
441 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;
442} 390}
443 391
444/* 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.
445 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
448 * 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
449 * 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.
450 * 398 */
451 */ 399int
452
453int 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)
454 object *tmp; 401{
455 int mflags; 402 if (!xy_normalise (m, x, y))
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0; 403 return 0;
490 404
405 mapspace &ms = m->at (x, y);
406 ms.update ();
407
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
412
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
414 {
415 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could
417 * leave this out and let in progress, and other areas of the code
418 * will then remove it, but that would seem to to use more
419 * resources, and may not work as well if a player is standing
420 * on top of a counterwall spell (may hit the player before being
421 * removed.) On the other hand, it may be more dramatic for the
422 * spell to actually hit the counterwall and be sucked up.
491 /* 423 */
424 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
426 && (tmp->type != PLAYER)
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
437 && (immune_stop & AT_MAGIC))
438 return 0;
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 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
492 * Combine similar spell effects into one spell effect. Needed for 455 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for 456 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons. 457 * playability reasons.
495 */ 458 */
496 if (tmp->arch == op->arch
497 && tmp->type == op->type
498 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (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)))
502 ) { 460 if (mergable_owner (tmp, op))
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 461 {
504 tmp->range = MAX (tmp->range, op->range); 462 // if same owner, then combine, but reduce advantage of multiple spells
505 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)
506 return 0; 474 return 0;
507 } 475 }
508 476
509 /* 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
510 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
511 */ 479 */
512 } 480 }
481
513 /* If it passes the above tests, it must be OK */ 482 /* If it passes the above tests, it must be OK */
514 return 1; 483 return 1;
515} 484}
516 485
517/* fire_arch_from_position: fires an archetype. 486/* fire_arch_from_position: fires an archetype.
518 * op: person firing the object. 487 * op: person firing the object.
519 * caster: object casting the spell. 488 * caster: object casting the spell.
522 * dir: direction to fire in. 491 * dir: direction to fire in.
523 * 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
524 * to fire. 493 * to fire.
525 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
526 */ 495 */
527 496int
528int 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)
529 int dir, object *spell)
530{ 498{
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL) 499 if (!spell->other_arch)
536 return 0; 500 return 0;
537 501
538 m = op->map; 502 object *tmp = spell->other_arch->instance ();
539 mflags = get_map_flags(m, &m, x, y, &x, &y); 503
540 if (mflags & P_OUT_OF_MAP) { 504 if (!tmp)
541 return 0; 505 return 0;
542 }
543 506
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); 507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
559 /* 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 */
560 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
562 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir; 513 tmp->direction = dir;
566 if (get_owner (op) != NULL) 514 tmp->set_owner (op);
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
572 517
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
575 if(!tailor_god_spell(tmp,op)) return 0; 520 if (!tailor_god_spell (tmp, op))
576 } 521 return 0;
522
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir); 524 SET_ANIMATION (tmp, dir);
579 525
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
581 return 1;
582
583 move_spell_effect(tmp); 527 move_spell_effect (tmp);
584 528
585 return 1; 529 return 1;
586} 530}
587
588
589 531
590/***************************************************************************** 532/*****************************************************************************
591 * 533 *
592 * Code related to rods - perhaps better located in another file? 534 * Code related to rods - perhaps better located in another file?
593 * 535 *
594 ****************************************************************************/ 536 ****************************************************************************/
595 537void
596void regenerate_rod(object *rod) { 538regenerate_rod (object *rod)
539{
597 if (rod->stats.hp < rod->stats.maxhp) { 540 if (rod->stats.hp < rod->stats.maxhp)
598 rod->stats.hp+= 1 + rod->stats.maxhp/10; 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603} 542}
604 543
605 544void
606void drain_rod_charge(object *rod) { 545drain_rod_charge (object *rod)
546{
607 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);
608} 548}
609
610
611
612 549
613/* this function is commonly used to find a friendly target for 550/* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour 551 * spells such as heal or protection or armour
615 * 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),
616 * 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
617 * NULL if no good object. 554 * NULL if no good object.
618 */ 555 */
619 556object *
620object *find_target_for_friendly_spell(object *op,int dir) { 557find_target_for_friendly_spell (object *op, int dir)
558{
621 object *tmp; 559 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625 560
626 /* 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,
627 * we then make the owner of this object the target. 562 * we then make the owner of this object the target.
628 * The owner could very well be no where near op. 563 * The owner could very well be no where near op.
629 */ 564 */
630 if(op->type!=PLAYER && op->type!=RUNE) { 565 if (op->type != PLAYER && op->type != RUNE)
631 tmp=get_owner(op); 566 {
567 tmp = op->owner;
632 /* 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
633 * to the caster. 569 * to the caster.
634 */ 570 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; 571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
572 tmp = op;
573 }
574 else
636 } 575 {
637 else { 576 maptile *m = op->map;
638 m = op->map; 577 sint16 x = op->x + freearr_x[dir];
639 x = op->x+freearr_x[dir]; 578 sint16 y = op->y + freearr_y[dir];
640 y = op->y+freearr_y[dir]; 579
641 580 tmp = xy_normalise (m, x, y)
642 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 ? m->at (x, y).player ()
643 582 : 0;
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 } 583 }
584
652 /* 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 */
653 if(tmp==NULL) 586 if (!tmp)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 587 tmp = op->ms ().player ();
655 {
656 if(tmp->type==PLAYER)
657 break;
658 /* Don't forget to browse inside transports ! - gros 2006/07/25 */
659 if(tmp->type==TRANSPORT)
660 {
661 object* inv;
662 for (inv=tmp->inv; inv; inv=inv->below)
663 {
664 if ((inv->type == PLAYER) && (op == inv))
665 return inv;
666 }
667 }
668 }
669 588
670 return tmp; 589 return tmp;
671} 590}
672
673
674 591
675/* raytrace: 592/* raytrace:
676 * 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
677 * 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
678 * live objects. 595 * live objects.
681 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
682 * 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
683 * any, otherwise -1. 600 * any, otherwise -1.
684 * 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.
685 */ 602 */
686 603int
687int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { 604spell_find_dir (maptile *m, int x, int y, object *exclude)
605{
688 int i,max=SIZEOFFREE; 606 int i, max = SIZEOFFREE;
689 sint16 nx,ny; 607 sint16 nx, ny;
690 int owner_type=0, mflags; 608 int owner_type = 0, mflags;
691 object *tmp; 609 object *tmp;
692 mapstruct *mp; 610 maptile *mp;
693 611
694 if (exclude && exclude->head) 612 if (exclude && exclude->head)
695 exclude = exclude->head; 613 exclude = exclude->head;
696 if (exclude && exclude->type) 614 if (exclude && exclude->type)
697 owner_type = exclude->type; 615 owner_type = exclude->type;
698 616
699 for(i=rndm(1, 8);i<max;i++) { 617 for (i = rndm (1, 8); i < max; i++)
618 {
700 nx = x + freearr_x[i]; 619 nx = x + freearr_x[i];
701 ny = y + freearr_y[i]; 620 ny = y + freearr_y[i];
702 mp = m; 621 mp = m;
703 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
704 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; 623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
624 continue;
705 625
706 tmp=get_map_ob(mp,nx,ny); 626 tmp = GET_MAP_OB (mp, nx, ny);
707 627
708 while(tmp!=NULL && (((owner_type==PLAYER && 628 while (tmp != NULL && (((owner_type == PLAYER &&
709 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || 629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
710 (owner_type!=PLAYER && tmp->type!=PLAYER)) || 630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
711 (tmp == exclude || (tmp->head && tmp->head == exclude))))
712 tmp=tmp->above; 631 tmp = tmp->above;
713 632
714 if(tmp!=NULL && can_see_monsterP(m,x,y,i)) 633 if (tmp != NULL && can_see_monsterP (m, x, y, i))
715 return freedir[i]; 634 return freedir[i];
716 } 635 }
717 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
718} 637}
719
720
721 638
722/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
723 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
724 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
725 */ 642 */
726 643void
727void put_a_monster(object *op,const char *monstername) { 644put_a_monster (object *op, const char *monstername)
645{
728 object *tmp,*head=NULL,*prev=NULL; 646 object *tmp, *head = NULL, *prev = NULL;
729 archetype *at; 647 archetype *at;
730 int dir; 648 int dir;
731 649
732 /* Handle cases where we are passed a bogus mosntername */ 650 /* Handle cases where we are passed a bogus mosntername */
733 651
734 if((at=find_archetype(monstername))==NULL) return; 652 if ((at = archetype::find (monstername)) == NULL)
653 return;
735 654
736 /* find a free square nearby 655 /* find a free square nearby
737 * first we check the closest square for free squares 656 * first we check the closest square for free squares
738 */ 657 */
739 658
740 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);
741 if(dir!=-1) { 660 if (dir != -1)
661 {
742 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
743 * insert multipart monsters properly 663 * insert multipart monsters properly
744 */ 664 */
745 while (at!=NULL) { 665 //TODO: use expand_tail + ...
666 while (at != NULL)
667 {
746 tmp=arch_to_object(at); 668 tmp = arch_to_object (at);
747 tmp->x=op->x+freearr_x[dir]+at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
748 tmp->y=op->y+freearr_y[dir]+at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
749 tmp->map = op->map; 671 tmp->map = op->map;
750 if (head) { 672 if (head)
751 tmp->head=head; 673 {
752 prev->more=tmp; 674 tmp->head = head;
753 } 675 prev->more = tmp;
754 if (!head) head=tmp; 676 }
755 prev=tmp;
756 at=at->more;
757 }
758 677
678 if (!head)
679 head = tmp;
680
681 prev = tmp;
682
683 at = (archetype *)at->more;
684 }
685
759 if (head->randomitems) 686 if (head->randomitems)
760 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
761 688
762 insert_ob_in_map(head,op->map,op,0); 689 insert_ob_in_map (head, op->map, op, 0);
763 690
764 /* thought it'd be cool to insert a burnout, too.*/ 691 /* thought it'd be cool to insert a burnout, too. */
765 tmp=get_archetype("burnout"); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
766 tmp->map = op->map;
767 tmp->x=op->x+freearr_x[dir];
768 tmp->y=op->y+freearr_y[dir];
769 insert_ob_in_map(tmp,op->map,op,0);
770 } 693 }
771} 694}
772 695
773/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
774 * places them in nearby squares. 697 * places them in nearby squares.
781 * 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
782 * 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
783 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
784 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
785 */ 708 */
786 709int
787int summon_hostile_monsters(object *op,int n,const char *monstername){ 710summon_hostile_monsters (object *op, int n, const char *monstername)
711{
788 int i; 712 int i;
713
789 for(i=0;i<n;i++) 714 for (i = 0; i < n; i++)
790 put_a_monster(op,monstername); 715 put_a_monster (op, monstername);
791 716
792 return n; 717 return n;
793} 718}
794 719
795 720
796/* Some local definitions for shuffle-attack */ 721/* Some local definitions for shuffle-attack */
797 struct attacktype_shuffle { 722struct attacktype_shuffle
723{
798 int attacktype; 724 int attacktype;
799 int face; 725 int face;
800 } ATTACKS[22] = { 726} ATTACKS[22] =
727{
801 {AT_PHYSICAL,0}, 728 { AT_PHYSICAL, 0},
802 {AT_PHYSICAL,0}, /*face = explosion*/ 729 { AT_PHYSICAL, 0}, /*face = explosion */
803 {AT_PHYSICAL,0}, 730 { AT_PHYSICAL, 0},
804 {AT_MAGIC,1}, 731 { AT_MAGIC, 1},
805 {AT_MAGIC,1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
806 {AT_MAGIC,1}, 733 { AT_MAGIC, 1},
807 {AT_FIRE,2}, 734 { AT_FIRE, 2},
808 {AT_FIRE,2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
809 {AT_FIRE,2}, 736 { AT_FIRE, 2},
810 {AT_ELECTRICITY,3}, 737 { AT_ELECTRICITY, 3},
811 {AT_ELECTRICITY,3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
812 {AT_ELECTRICITY,3}, 739 { AT_ELECTRICITY, 3},
813 {AT_COLD,4},
814 {AT_COLD,4}, /* face=icestorm*/
815 {AT_COLD,4}, 740 { AT_COLD, 4},
741 { AT_COLD, 4}, /* face=icestorm */
742 { AT_COLD, 4},
816 {AT_CONFUSION,5}, 743 { AT_CONFUSION, 5},
817 {AT_POISON,7}, 744 { AT_POISON, 7},
818 {AT_POISON,7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
819 {AT_POISON,7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
820 {AT_SLOW,8}, 747 { AT_SLOW, 8},
821 {AT_PARALYZE,9}, 748 { AT_PARALYZE, 9},
822 {AT_FEAR,10} }; 749 { AT_FEAR, 10},
823 750};
824
825 751
826/* shuffle_attack: peterm 752/* shuffle_attack: peterm
827 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
828 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
829 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
837 * would be nice. 763 * would be nice.
838 * I also fixed a bug here in that attacktype was |= - 764 * I also fixed a bug here in that attacktype was |= -
839 * to me, that would be that it would quickly get all 765 * to me, that would be that it would quickly get all
840 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 766 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
841 */ 767 */
768void
842void shuffle_attack(object *op,int change_face) 769shuffle_attack (object *op, int change_face)
843{ 770{
844 int i; 771 int i;
772
845 i=rndm(0, 21); 773 i = rndm (0, 21);
846 774
847 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; 775 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
848 776
849 if(change_face) { 777 if (change_face)
778 {
850 SET_ANIMATION(op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
851 } 780 }
852} 781}
853
854 782
855/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
856 * at casting a prayer. 784 * at casting a prayer.
857 * op is the player. 785 * op is the player.
858 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
859 * 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.
860 */ 788 */
861 789void
862void prayer_failure(object *op, int failure,int power) 790prayer_failure (object *op, int failure, int power)
863{ 791{
864 const char *godname; 792 const char *godname;
865 object *tmp; 793 object *tmp;
866 794
867 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; 795 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit";
868 797
869 if(failure<= -20 && failure > -40) /* wonder */ 798 if (failure <= -20 && failure > -40) /* wonder */
870 { 799 {
871 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);
872 tmp = get_archetype(SPELL_WONDER); 801 tmp = get_archetype (SPELL_WONDER);
873 cast_cone(op,op,0,tmp); 802 cast_cone (op, op, 0, tmp);
874 free_object(tmp); 803 tmp->destroy ();
875 } 804 }
876 805
877 else if (failure <= -40 && failure > -60) /* confusion */ 806 else if (failure <= -40 && failure > -60) /* confusion */
878 { 807 {
879 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!");
880 confuse_player(op,op,99); 809 confuse_player (op, op, 99);
881 } 810 }
882 else if (failure <= -60 && failure> -150) /* paralysis */ 811 else if (failure <= -60 && failure > -150) /* paralysis */
883 { 812 {
884 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);
885 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.");
886 paralyze_player(op,op,99); 815 paralyze_player (op, op, 99);
887 } 816 }
888 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
889 { 818 {
890 tmp = get_archetype(GOD_POWER); 819 tmp = get_archetype (GOD_POWER);
891 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);
892 cast_magic_storm(op,tmp, power); 821 cast_magic_storm (op, tmp, power);
893 } 822 }
894} 823}
895 824
896/* 825/*
897 * spell_failure() handles the various effects for differing degrees 826 * spell_failure() handles the various effects for differing degrees
900 * failure is a random value of how badly you failed. 829 * failure is a random value of how badly you failed.
901 * 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.
902 * skill is the skill you'd need to cast the spell. 831 * skill is the skill you'd need to cast the spell.
903 */ 832 */
904 833
834void
905void spell_failure(object *op, int failure,int power, object *skill) 835spell_failure (object *op, int failure, int power, object *skill)
906{ 836{
907 object *tmp; 837 object *tmp;
908 838
909 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
910 return; 840 return;
911 841
912 if (failure<=-20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
913 { 843 {
914 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.");
915 tmp = get_archetype(SPELL_WONDER); 845 tmp = get_archetype (SPELL_WONDER);
916 cast_cone(op,op,0,tmp); 846 cast_cone (op, op, 0, tmp);
917 free_object(tmp); 847 tmp->destroy ();
918 } 848 }
919 849
920 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
921 { 851 {
922 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!");
923 confuse_player(op,op,99); 853 confuse_player (op, op, 99);
924 } 854 }
925 else if (failure <= -60 && failure> -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
926 { 856 {
927 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); 857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928 paralyze_player(op,op,99); 858 paralyze_player (op, op, 99);
929 } 859 }
930 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
931 { 861 {
932 object *tmp; 862 object *tmp;
863
933 /* 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 */
934 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)
935 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
936 hit_player(op,9998,op,AT_INTERNAL,1);
937
938 } else {
939 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
940 tmp=get_archetype(LOOSE_MANA);
941 tmp->level=skill->level;
942 tmp->x=op->x;
943 tmp->y=op->y;
944
945 /* increase the area of destruction a little for more powerful spells */
946 tmp->range+=isqrt(power);
947
948 if (power>25) tmp->stats.dam = 25 + isqrt(power);
949 else tmp->stats.dam=power; /* nasty recoils! */
950
951 tmp->stats.maxhp=tmp->count;
952 insert_ob_in_map(tmp,op->map,NULL,0);
953 }
954 }
955}
956
957int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
958 {
959 int success;
960 player *pl;
961 object *spell;
962
963 if ( !spell_ob->other_arch )
964 { 866 {
965 LOG( llevError, "cast_party_spell: empty other arch\n" ); 867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
966 return 0; 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
869
967 } 870 }
968 spell = arch_to_object( spell_ob->other_arch ); 871 else
969
970 /* Always cast spell on caster */
971 success = cast_spell( op, caster, dir, spell, stringarg );
972
973 if ( caster->contr->party == NULL )
974 { 872 {
975 remove_ob( spell ); 873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
976 return success; 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);
977 } 888 }
978 for( pl=first_player; pl!=NULL; pl=pl->next ) 889 }
979 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) 890}
980 { 891
981 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); 892int
982 } 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
983 remove_ob( spell ); 894{
895 if (!spell_ob->other_arch)
896 {
897 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0;
899 }
900
901 object *spell = arch_to_object (spell_ob->other_arch);
902
903 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam);
905
906 if (!op->contr || !op->contr->party)
907 {
908 spell->remove ();
984 return success; 909 return success;
985 } 910 }
911
912 for_all_players (pl)
913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
917
918 spell->remove ();
919 return success;
920}
986 921
987/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
988 * 923 *
989 * 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 -
990 * eg, the player or monster. 925 * eg, the player or monster.
992 * same as op. 927 * same as op.
993 * 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
994 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
995 * 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,
996 * we can determine what to do. 931 * we can determine what to do.
997 * 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
998 * 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
999 * 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,
1000 * etc. 935 * etc.
1001 * 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
1002 * 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
1009 * 944 *
1010 * 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),
1011 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1012 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1013 */ 948 */
1014 949int
1015int 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)
1016 951{
1017 const char *godname; 952 const char *godname;
1018 int success=0,mflags, cast_level=0, old_shoottype; 953 int success = 0;
1019 object *skill=NULL; 954 object *skill = NULL;
1020 955
1021 old_shoottype = op->contr ? op->contr->shoottype : 0;
1022
1023 if (!spell_ob) { 956 if (!spell_ob)
957 {
1024 LOG(llevError,"cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1025 return 0; 959 return 0;
1026 } 960 }
1027 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1028 961
962 if (!strcmp ((godname = determine_god (op)), "none"))
963 godname = "A random spirit";
964
1029 /* the caller should set caster to op if appropriate */ 965 /* the caller should set caster to op if appropriate */
1030 if (!caster) { 966 if (!caster)
967 {
1031 LOG(llevError,"cast_spell: null caster object passed\n"); 968 LOG (llevError, "cast_spell: null caster object passed\n");
1032 return 0; 969 return 0;
1033 } 970 }
1034 971
1035 /* 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
1036 * an issue, because they don't have any spellpaths set up. 973 * an issue, because they don't have any spellpaths set up.
1037 */ 974 */
1038 if (caster->path_denied & spell_ob->path_attuned) { 975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
976 {
1039 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.");
1040 return 0; 978 return 0;
1041 } 979 }
1042 980
1043 /* 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
1044 * (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
1045 * checks. We let monsters do special things - eg, they 983 * checks. We let monsters do special things - eg, they
1046 * 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
1047 * should take care of that. 985 * should take care of that.
1048 * 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
1049 * 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
1050 * at least process that code. 988 * at least process that code.
1051 */ 989 */
1052 if (op->type == PLAYER && op == caster) { 990 if (op->type == PLAYER && op == caster)
1053 cast_level = caster_level(caster, spell_ob); 991 {
1054 if (spell_ob->skill) { 992 if (spell_ob->skill)
993 {
1055 skill = find_skill_by_name(op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1056 if (!skill) { 996 if (!skill)
1057 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1058 spell_ob->skill, spell_ob->name);
1059 return 0;
1060 }
1061 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1062 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1063 return 0;
1064 }
1065 }
1066 /* If the caster is the wiz, they don't ever fail, and don't have
1067 * to have sufficient grace/mana.
1068 */
1069 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1070 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1071 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1072 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1073 return 0;
1074 }
1075 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1076 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1077 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1078 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1079 new_draw_info_format(NDI_UNIQUE, 0,op,
1080 "%s grants your prayer, though you are unworthy.",godname);
1081 }
1082 else {
1083 prayer_failure(op,op->stats.grace,
1084 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1085 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1086 return 0;
1087 }
1088 }
1089
1090 /* player/monster is trying to cast the spell. might fumble it */
1091 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1092 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1093 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1094 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1095 if (settings.casting_time == TRUE) {
1096 op->casting_time = -1;
1097 }
1098 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1099 return 0;
1100 } else if (spell_ob->stats.sp) {
1101 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1102 op->contr->encumbrance +op->level - spell_ob->level +35;
1103
1104 if( failure < 0) {
1105 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1106 if (settings.spell_failure_effects == TRUE)
1107 spell_failure(op,failure,
1108 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1109 skill);
1110 op->contr->shoottype = (rangetype) old_shoottype;
1111 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1112 return 0;
1113 }
1114 }
1115 }
1116 }
1117
1118 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1119
1120 /* See if we can cast a spell here. If the caster and op are
1121 * not alive, then this would mean that the mapmaker put the
1122 * objects on the space - presume that they know what they are
1123 * doing.
1124 */
1125 if (spell_ob->type == SPELL
1126 && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps
1127 && !QUERY_FLAG(op, FLAG_WIZCAST)
1128 && (QUERY_FLAG(caster, FLAG_ALIVE)
1129 || QUERY_FLAG(op, FLAG_ALIVE))
1130 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1131 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1132 {
1133 if (op->type!=PLAYER)
1134 return 0;
1135
1136 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1137 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1138 else if (mflags & P_SAFE)
1139 new_draw_info(NDI_UNIQUE, 0,op,
1140 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1141 else
1142 switch(op->contr->shoottype)
1143 { 997 {
1144 case range_magic: 998 op->failmsg (format ("You need the skill %s to cast %s! "
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); 999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1146 break; 1002 return 0;
1147 case range_misc:
1148 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1149 break;
1150 case range_golem:
1151 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1152 break;
1153 default:
1154 break;
1155 } 1003 }
1156 return 0; 1004
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 ())
1027 return 0;
1028 }
1157 } 1029 }
1158 1030
1159 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1160 if (op->casting_time==-1) { /* begin the casting */ 1032 * to have sufficient grace/mana.
1161 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1162 op->spell = spell_ob;
1163 /* put the stringarg into the object struct so that when the
1164 * spell is actually cast, it knows about the stringarg.
1165 * necessary for the invoke command spells.
1166 */ 1033 */
1167 if(stringarg) { 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1168 op->spellarg = strdup_local(stringarg); 1035 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 {
1039 op->failmsg ("You don't have enough mana!");
1040 return 0;
1041 }
1042
1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1045 {
1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else
1050 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 op->failmsg (format ("%s ignores your prayer.", godname));
1053 return 0;
1054 }
1055 }
1056
1057 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1060 {
1061 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer.");
1063
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1065 return 0;
1066 }
1067 else if (spell_ob->stats.sp)
1068 {
1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1070
1071 if (failure < 0)
1072 {
1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1074 if (settings.spell_failure_effects == TRUE)
1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1076
1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1078 return 0;
1079 }
1080 }
1081 }
1169 } 1082 }
1170 else op->spellarg=NULL; 1083
1084 int mflags = op->ms ().flags ();
1085
1086 /* See if we can cast a spell here. If the caster and op are
1087 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are
1089 * doing.
1090 */
1091
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 {
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1171 return 0; 1095 return 0;
1172 } 1096 }
1173 else if (op->casting_time != 0) { 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 {
1174 if (op->type == PLAYER ) 1105 if (op->type != PLAYER)
1175 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); 1106 return 0;
1107
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
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
1176 return 0; 1122 return 0;
1177 } else { /* casting_time == 0 */ 1123 }
1178 op->casting_time = -1; 1124
1179 spell_ob = op->spell;
1180 stringarg = op->spellarg;
1181 }
1182 } else {
1183 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1184 * if the player is casting it, then we use the time in 1126 * if the player is casting it, then we use the time in
1185 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1186 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1187 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1188 * the player any time. 1130 * the player any time.
1189 * Ignore casting time for firewalls 1131 * Ignore casting time for firewalls
1190 */ 1132 */
1191 if (caster == op && caster->type != FIREWALL) { 1133 if (caster == op && caster->type != FIREWALL)
1134 {
1192 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); 1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1193 /* Other portions of the code may also decrement the speed of the player, so 1136 /* Other portions of the code may also decrement the speed of the player, so
1194 * put a lower limit so that the player isn't stuck here too long 1137 * put a lower limit so that the player isn't stuck here too long
1195 */ 1138 */
1196 if ((spell_ob->casting_time > 0) &&
1197 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) 1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1198 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);
1199 } else if (caster->type == WAND || caster->type == HORN || 1141 }
1200 caster->type == ROD || caster->type == POTION || 1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1201 caster->type == SCROLL) {
1202 op->speed_left -= 2 * FABS(op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1203 }
1204 }
1205 1144
1206 if (op->type == PLAYER && op == caster) { 1145 if (op->type == PLAYER && op == caster)
1146 {
1207 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); 1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1208 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); 1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1209 } 1149 }
1210 1150
1211 /* We want to try to find the skill to properly credit exp. 1151 /* We want to try to find the skill to properly credit exp.
1212 * for spell casting objects, the exp goes to the skill the casting 1152 * for spell casting objects, the exp goes to the skill the casting
1213 * object requires. 1153 * object requires.
1214 */ 1154 */
1215 if (op != caster && !skill && caster->skill) { 1155 if (op != caster && !skill && caster->skill)
1156 {
1216 skill = find_skill_by_name(op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1217 if (!skill) { 1158 if (!skill)
1218 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", 1159 {
1219 caster->skill, query_name(caster)); 1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1220 return 0; 1161 return 0;
1221 } 1162 }
1163
1222 change_skill(op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1223 } 1165 }
1224 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
1225 switch(spell_ob->subtype) { 1170 switch (spell_ob->subtype)
1171 {
1226 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1227 * in in spells.h. 1173 * in spells.h.
1228 */ 1174 */
1229 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1230 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1231 break; 1177 break;
1232 1178
1233 case SP_RUNE: 1179 case SP_RUNE:
1234 success = write_rune(op,caster, spell_ob, dir,stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1235 break; 1181 break;
1236 1182
1237 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1238 success = write_mark(op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1239 break; 1185 break;
1240 1186
1241 case SP_BOLT: 1187 case SP_BOLT:
1242 success = fire_bolt(op,caster,dir,spell_ob,skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1243 break; 1189 break;
1244 1190
1245 case SP_BULLET: 1191 case SP_BULLET:
1246 success = fire_bullet(op, caster, dir, spell_ob); 1192 success = fire_bullet (op, caster, dir, spell_ob);
1247 break; 1193 break;
1248 1194
1249 case SP_CONE: 1195 case SP_CONE:
1250 success = cast_cone(op, caster, dir, spell_ob); 1196 success = cast_cone (op, caster, dir, spell_ob);
1251 break; 1197 break;
1252 1198
1253 case SP_BOMB: 1199 case SP_BOMB:
1254 success = create_bomb(op,caster,dir, spell_ob); 1200 success = create_bomb (op, caster, dir, spell_ob);
1255 break; 1201 break;
1256 1202
1257 case SP_WONDER: 1203 case SP_WONDER:
1258 success = cast_wonder(op,caster, dir,spell_ob); 1204 success = cast_wonder (op, caster, dir, spell_ob);
1259 break; 1205 break;
1260 1206
1261 case SP_SMITE: 1207 case SP_SMITE:
1262 success = cast_smite_spell(op,caster, dir,spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1209 break;
1264 1210
1265 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1266 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], 1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1267 op->y + freearr_y[dir], dir, spell_ob);
1268 break; 1213 break;
1269 1214
1270 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1271 success = summon_golem(op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1272 old_shoottype = range_golem;
1273 break; 1217 break;
1274 1218
1275 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1276 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1277 * moved. 1221 * moved.
1278 */ 1222 */
1279 success = dimension_door(op,caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1280 break; 1224 break;
1281 1225
1282 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1283 if(op->type==PLAYER) { 1227 if (op->type == PLAYER)
1228 {
1284 spell_effect(spell_ob, op->x, op->y, op->map, op); 1229 spell_effect (spell_ob, op->x, op->y, op->map, op);
1285 draw_magic_map(op); 1230 draw_magic_map (op);
1286 success=1; 1231 success = 1;
1287 } 1232 }
1288 else success=0; 1233 else
1234 success = 0;
1289 break; 1235 break;
1290 1236
1291 case SP_MAGIC_WALL: 1237 case SP_MAGIC_WALL:
1292 success = magic_wall(op,caster,dir,spell_ob); 1238 success = magic_wall (op, caster, dir, spell_ob);
1293 break; 1239 break;
1294 1240
1295 case SP_DESTRUCTION: 1241 case SP_DESTRUCTION:
1296 success = cast_destruction(op,caster,spell_ob); 1242 success = cast_destruction (op, caster, spell_ob);
1297 break; 1243 break;
1298 1244
1299 case SP_PERCEIVE_SELF: 1245 case SP_PERCEIVE_SELF:
1300 success = perceive_self(op); 1246 success = perceive_self (op);
1301 break; 1247 break;
1302 1248
1303 case SP_WORD_OF_RECALL: 1249 case SP_WORD_OF_RECALL:
1304 success = cast_word_of_recall(op,caster,spell_ob); 1250 success = cast_word_of_recall (op, caster, spell_ob);
1305 break; 1251 break;
1306 1252
1307 case SP_INVISIBLE: 1253 case SP_INVISIBLE:
1308 success = cast_invisible(op,caster,spell_ob); 1254 success = cast_invisible (op, caster, spell_ob);
1309 break; 1255 break;
1310 1256
1311 case SP_PROBE: 1257 case SP_PROBE:
1312 success = probe(op,caster, spell_ob, dir); 1258 success = probe (op, caster, spell_ob, dir);
1313 break; 1259 break;
1314 1260
1315 case SP_HEALING: 1261 case SP_HEALING:
1316 success = cast_heal(op,caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1317 break; 1263 break;
1318 1264
1319 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1320 success = cast_create_food(op,caster,spell_ob, dir,stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1321 break; 1267 break;
1322 1268
1323 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1324 success = cast_earth_to_dust(op,caster,spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1325 break; 1271 break;
1326 1272
1327 case SP_CHANGE_ABILITY: 1273 case SP_CHANGE_ABILITY:
1328 success = cast_change_ability(op,caster,spell_ob, dir, 0); 1274 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1329 break; 1275 break;
1330 1276
1331 case SP_BLESS: 1277 case SP_BLESS:
1332 success = cast_bless(op,caster,spell_ob, dir); 1278 success = cast_bless (op, caster, spell_ob, dir);
1333 break; 1279 break;
1334 1280
1335 case SP_CURSE: 1281 case SP_CURSE:
1336 success = cast_curse(op,caster,spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1337 break; 1283 break;
1338 1284
1339 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1340 success = summon_object(op,caster,spell_ob, dir,stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1341 break; 1287 break;
1342 1288
1343 case SP_CHARGING: 1289 case SP_CHARGING:
1344 success = recharge(op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1345 break; 1291 break;
1346 1292
1347 case SP_POLYMORPH: 1293 case SP_POLYMORPH:
1348#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1349 /* Not great, but at least provide feedback so if players do have 1295 /* Not great, but at least provide feedback so if players do have
1350 * polymorph (ie, find it as a preset item or left over from before 1296 * polymorph (ie, find it as a preset item or left over from before
1351 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1352 */ 1298 */
1353 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1354 success = 0; 1300 success = 0;
1355#else 1301#else
1356 success = cast_polymorph(op,caster,spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1357#endif 1303#endif
1358 break; 1304 break;
1359 1305
1360 case SP_ALCHEMY: 1306 case SP_ALCHEMY:
1361 success = alchemy(op, caster, spell_ob); 1307 success = alchemy (op, caster, spell_ob);
1362 break; 1308 break;
1363 1309
1364 case SP_REMOVE_CURSE: 1310 case SP_REMOVE_CURSE:
1365 success = remove_curse(op, caster, spell_ob); 1311 success = remove_curse (op, caster, spell_ob);
1366 break; 1312 break;
1367 1313
1368 case SP_IDENTIFY: 1314 case SP_IDENTIFY:
1369 success = cast_identify(op, caster, spell_ob); 1315 success = cast_identify (op, caster, spell_ob);
1370 break; 1316 break;
1371 1317
1372 case SP_DETECTION: 1318 case SP_DETECTION:
1373 success = cast_detection(op, caster, spell_ob, skill); 1319 success = cast_detection (op, caster, spell_ob, skill);
1374 break; 1320 break;
1375 1321
1376 case SP_MOOD_CHANGE: 1322 case SP_MOOD_CHANGE:
1377 success = mood_change(op, caster, spell_ob); 1323 success = mood_change (op, caster, spell_ob);
1378 break; 1324 break;
1379 1325
1380 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1381 if (spell_ob->path_repelled &&
1382 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { 1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1383 new_draw_info_format(NDI_UNIQUE, 0, op, 1328 {
1384 "You lack the proper attunement to cast %s", spell_ob->name); 1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1385 success = 0; 1330 success = 0;
1386 } else 1331 }
1387 success = fire_arch_from_position(op,caster, 1332 else
1388 op->x + freearr_x[dir], op->y + freearr_y[dir], 1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1389 dir, spell_ob);
1390 break; 1334 break;
1391 1335
1392 case SP_SWARM: 1336 case SP_SWARM:
1393 success = fire_swarm(op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1394 break; 1338 break;
1395 1339
1396 case SP_CHANGE_MANA: 1340 case SP_CHANGE_MANA:
1397 success = cast_transfer(op,caster, spell_ob, dir); 1341 success = cast_transfer (op, caster, spell_ob, dir);
1398 break; 1342 break;
1399 1343
1400 case SP_DISPEL_RUNE: 1344 case SP_DISPEL_RUNE:
1401 /* in rune.c */ 1345 /* in rune.c */
1402 success = dispel_rune(op,caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1403 break; 1347 break;
1404 1348
1405 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1406 success = cast_create_missile(op,caster,spell_ob, dir,stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1407 break; 1351 break;
1408 1352
1409 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1410 success = cast_consecrate(op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1411 break; 1355 break;
1412 1356
1413 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1414 success = animate_weapon(op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1415 old_shoottype = range_golem;
1416 break; 1359 break;
1417 1360
1418 case SP_LIGHT: 1361 case SP_LIGHT:
1419 success = cast_light(op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1420 break; 1363 break;
1421 1364
1422 case SP_CHANGE_MAP_LIGHT: 1365 case SP_CHANGE_MAP_LIGHT:
1423 success = cast_change_map_lightlevel(op, caster, spell_ob); 1366 success = cast_change_map_lightlevel (op, caster, spell_ob);
1424 break; 1367 break;
1425 1368
1426 case SP_FAERY_FIRE: 1369 case SP_FAERY_FIRE:
1427 success = cast_destruction(op,caster,spell_ob); 1370 success = cast_destruction (op, caster, spell_ob);
1428 break; 1371 break;
1429 1372
1430 case SP_CAUSE_DISEASE: 1373 case SP_CAUSE_DISEASE:
1431 success = cast_cause_disease(op, caster, spell_ob, dir); 1374 success = cast_cause_disease (op, caster, spell_ob, dir);
1432 break; 1375 break;
1433 1376
1434 case SP_AURA: 1377 case SP_AURA:
1435 success = create_aura(op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1436 break; 1379 break;
1437 1380
1438 case SP_TOWN_PORTAL:
1439 success= cast_create_town_portal (op,caster,spell_ob, dir);
1440 break;
1441
1442 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1443 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1444 break; 1383 break;
1445 1384
1446 default: 1385 default:
1447 if (!INVOKE_OBJECT (CAST_SPELL, op, ARG_OBJECT (caster), ARG_OBJECT (spell_ob), ARG_STRING (stringarg)))
1448 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
1449 spell_ob->subtype); 1392 ? spell_ob->sound
1393 : sound_find ("spell_success")
1394 : sound_find ("fumble_spell")
1395 );
1450 1396
1451
1452 }
1453
1454 /* FIXME - we need some better sound suppport */
1455 // yes, for example, augment map info with the spell effect
1456 // so clients can calculate the sounds themselves
1457 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1458
1459 /* free the spell arg */
1460 if(settings.casting_time == TRUE && stringarg) {
1461 free(stringarg);
1462 stringarg=NULL;
1463 }
1464 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1465 * to something like use_magic_item, but you really want to be able to fire
1466 * it again.
1467 */
1468 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1469
1470 return success; 1397 return success;
1471} 1398}
1472 1399
1473
1474/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1475 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1476 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1477 */ 1403 */
1404void
1478void move_spell_effect(object *op) { 1405move_spell_effect (object *op)
1479 1406{
1480 switch (op->subtype) { 1407 switch (op->subtype)
1408 {
1481 case SP_BOLT: 1409 case SP_BOLT:
1482 move_bolt(op); 1410 move_bolt (op);
1483 break; 1411 break;
1484 1412
1485 case SP_BULLET: 1413 case SP_BULLET:
1486 move_bullet(op); 1414 move_bullet (op);
1487 break; 1415 break;
1488 1416
1489 case SP_EXPLOSION: 1417 case SP_EXPLOSION:
1490 explosion(op); 1418 explosion (op);
1491 break; 1419 break;
1492 1420
1493 case SP_CONE: 1421 case SP_CONE:
1494 move_cone(op); 1422 move_cone (op);
1495 break; 1423 break;
1496 1424
1497 case SP_BOMB: 1425 case SP_BOMB:
1498 animate_bomb(op); 1426 animate_bomb (op);
1499 break; 1427 break;
1500 1428
1501 case SP_MAGIC_MISSILE: 1429 case SP_MAGIC_MISSILE:
1502 move_missile(op); 1430 move_missile (op);
1503 break; 1431 break;
1504 1432
1505 case SP_WORD_OF_RECALL: 1433 case SP_WORD_OF_RECALL:
1506 execute_word_of_recall(op); 1434 execute_word_of_recall (op);
1507 break; 1435 break;
1508 1436
1509 case SP_MOVING_BALL: 1437 case SP_MOVING_BALL:
1510 move_ball_spell(op); 1438 move_ball_spell (op);
1511 break; 1439 break;
1512 1440
1513 case SP_SWARM: 1441 case SP_SWARM:
1514 move_swarm_spell(op); 1442 move_swarm_spell (op);
1515 break; 1443 break;
1516 1444
1517 case SP_AURA: 1445 case SP_AURA:
1518 move_aura(op); 1446 move_aura (op);
1519 break; 1447 break;
1520
1521 } 1448 }
1522} 1449}
1523 1450
1524/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1525 * something runs into the object. 1452 * something runs into the object.
1526 */ 1453 */
1454void
1527void check_spell_effect(object *op) { 1455check_spell_effect (object *op)
1528 1456{
1529 switch (op->subtype) { 1457 switch (op->subtype)
1458 {
1530 case SP_BOLT: 1459 case SP_BOLT:
1531 move_bolt(op); 1460 move_bolt (op);
1532 return; 1461 return;
1533 1462
1534 case SP_BULLET: 1463 case SP_BULLET:
1535 check_bullet(op); 1464 check_bullet (op);
1536 return; 1465 return;
1537 } 1466 }
1538
1539} 1467}
1540 1468
1541/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1542 * 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
1543 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1544 * objects of the appropraite type. 1472 * objects of the appropriate type.
1545 */ 1473 */
1474void
1546void apply_spell_effect(object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1547{ 1476{
1548 switch (spell->subtype) { 1477 switch (spell->subtype)
1478 {
1549 case SP_CONE: 1479 case SP_CONE:
1550 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1551 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1552 break; 1482 break;
1553 1483
1554 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1555 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1556 tag_t spell_tag = spell->count;
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1558 if ( ! was_destroyed (spell, spell_tag)) {
1559 remove_ob (spell);
1560 free_object (spell);
1561 }
1562 }
1563 break;
1564
1565 case SP_MOVING_BALL:
1566 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1486 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy ();
1489 }
1490 break;
1491
1492 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1567 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1568 else if (victim->material || victim->materialname) 1495 else if (victim->materialname)
1569 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1570 break; 1498 break;
1571 } 1499 }
1572} 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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