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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.107 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.126 by root, Wed Nov 21 12:12:03 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
83 */ 83 */
84void 84void
85spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86{ 86{
87 if (spob->other_arch) 87 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
89} 89}
90 90
91static int 91static int
92attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
93{ 93{
158 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
159 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
160 sp = 1; 160 sp = 1;
161 161
162 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
164 else 164 else
165 grace = spell->stats.grace; 165 grace = spell->stats.grace;
166 166
167 grace *= PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
168 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
255 return spop; 255 return spop;
256 256
257 return 0; 257 return 0;
258} 258}
259 259
260/* 260/*
261 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
266 * exact match, we also return NULL. 266 * exact match, we also return NULL.
267 */ 267 */
268object * 268object *
269lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (shstr_cmp name) const
270{ 270{
271 object *spob1 = 0, *spob2 = 0;
272 int nummatch = 0;
273
274 if (!spname)
275 return 0;
276
277 /* Try to find the spell. We store the results in spob1
278 * and spob2 - spob1 is only taking the length of
279 * the past spname, spob2 uses the length of the spell name.
280 */
281 for (object *spob = op->inv; spob; spob = spob->below) 271 for (object *spob = inv; spob; spob = spob->below)
282 { 272 if (spob->name == name && spob->type == SPELL)
283 if (spob->type == SPELL)
284 {
285 // TODO: WTF?
286 if (!strncmp (spob->name, spname, strlen (spname)))
287 {
288 nummatch++;
289 spob1 = spob;
290 }
291 else if (!strncmp (spob->name, spname, strlen (spob->name)))
292 {
293 /* if spells have ambiguous names, it makes matching
294 * really difficult. (eg, fire and fireball would
295 * fall into this category). It shouldn't be hard to
296 * make sure spell names don't overlap in that fashion.
297 */
298 if (spob2)
299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
301 spob2 = spob;
302 }
303 }
304 }
305 /* if we have best match, return it. Otherwise, if we have one match
306 * on the loser match, return that, otehrwise null
307 */
308 if (spob2)
309 return spob2; 273 return spob;
310 274
311 if (spob1 && nummatch == 1)
312 return spob1;
313
314 return NULL; 275 return 0;
315} 276}
316 277
317/* reflwall - decides weither the (spell-)object sp_op will 278/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 279 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that 280 * (Note that for living creatures there is a small chance that
326{ 287{
327 if (OUT_OF_REAL_MAP (m, x, y)) 288 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 289 return 0;
329 290
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 291 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 292 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 293 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 294 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 295 return 1;
335 296
336 return 0; 297 return 0;
337} 298}
338 299
339/* cast_create_object: creates object new_op in direction dir 300/* cast_create_object: creates object new_op in direction dir
340 * or if that is blocked, beneath the player (op). 301 * or if that is blocked, beneath the player (op).
341 * we pass 'caster', but don't use it for anything. 302 * we pass 'caster', but don't use it for anything.
342 * This is really just a simple wrapper function . 303 * This is really just a simple wrapper function .
343 * returns the direction that the object was actually placed 304 * returns true to indicate whether the operation was successful.
344 * in. 305 * destroys the object is unsuccessful.
345 */ 306 */
346int 307bool
347cast_create_obj (object *op, object *caster, object *new_op, int dir) 308cast_create_obj (object *op, object *caster, object *new_op, int dir)
348{ 309{
349 maptile *m; 310 mapxy pos (op);
350 sint16 sx, sy; 311 pos.move (dir);
351 312
352 if (dir && 313 if (!pos.normalise ()
353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 314 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 315 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355 { 316 )
356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358 dir = 0;
359 } 317 {
318 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
319 new_op->destroy ();
320 return 0;
321 }
360 322
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 323 new_op->set_flag (FLAG_IDENTIFIED);
362 op->map->insert (new_op,
363 op->x + freearr_x[dir], op->y + freearr_y[dir],
364 op,
365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 324
325 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
326
367 return dir; 327 return 1;
368} 328}
369 329
370static bool 330static bool
371mergable_owner (object *o1, object *o2) 331mergable_owner (object *o1, object *o2)
372{ 332{
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 364 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 return 0; 365 return 0;
406 366
407 int max_effects = 5; // max. number of similar spells per mapspace 367 int max_effects = 5; // max. number of similar spells per mapspace
408 368
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 369 for (object *tmp = ms.top; tmp; tmp = tmp->below)
410 { 370 {
411 /* If there is a counterspell on the space, and this 371 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could 372 * object is using magic, don't progress. I believe we could
413 * leave this out and let in progress, and other areas of the code 373 * leave this out and let in progress, and other areas of the code
414 * will then remove it, but that would seem to to use more 374 * will then remove it, but that would seem to to use more
416 * on top of a counterwall spell (may hit the player before being 376 * on top of a counterwall spell (may hit the player before being
417 * removed.) On the other hand, it may be more dramatic for the 377 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up. 378 * spell to actually hit the counterwall and be sucked up.
419 */ 379 */
420 if ((tmp->attacktype & AT_COUNTERSPELL) 380 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER) 381 && !tmp->flag [FLAG_MONSTER]
422 && (tmp->type != PLAYER) 382 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON) 383 && (tmp->type != WEAPON)
424 && (tmp->type != BOW) 384 && (tmp->type != BOW)
425 && (tmp->type != ARROW) 385 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM) 386 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 387 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there 388 // we special case floor here because there
429 // are sometimes spell effect floors 389 // are sometimes spell effect floors
430 // which are used to inflict damage 390 // which are used to inflict damage
431 // (and those shouldn't go away from 391 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 392 // sanctuary) see also: permanent lava
514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 474 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 475 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 if (!tailor_god_spell (tmp, op)) 476 if (!tailor_god_spell (tmp, op))
517 return 0; 477 return 0;
518 478
519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 479 if (tmp->flag [FLAG_IS_TURNABLE])
520 SET_ANIMATION (tmp, dir); 480 SET_ANIMATION (tmp, dir);
521 481
522 if ((tmp = op->map->insert (tmp, x, y, op))) 482 if ((tmp = op->map->insert (tmp, x, y, op)))
523 move_spell_effect (tmp); 483 move_spell_effect (tmp);
524 484
562 { 522 {
563 tmp = op->owner; 523 tmp = op->owner;
564 /* If the owner does not exist, or is not a monster, than apply the spell 524 /* If the owner does not exist, or is not a monster, than apply the spell
565 * to the caster. 525 * to the caster.
566 */ 526 */
567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 527 if (!tmp || !tmp->flag [FLAG_MONSTER])
568 tmp = op; 528 tmp = op;
569 } 529 }
570 else 530 else
571 { 531 {
572 maptile *m = op->map; 532 maptile *m = op->map;
620 continue; 580 continue;
621 581
622 tmp = GET_MAP_OB (mp, nx, ny); 582 tmp = GET_MAP_OB (mp, nx, ny);
623 583
624 while (tmp != NULL && (((owner_type == PLAYER && 584 while (tmp != NULL && (((owner_type == PLAYER &&
625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 585 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 586 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
627 tmp = tmp->above; 587 tmp = tmp->above;
628 588
629 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 589 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630 return freedir[i]; 590 return freedir[i];
659 * insert multipart monsters properly 619 * insert multipart monsters properly
660 */ 620 */
661 //TODO: use expand_tail + ... 621 //TODO: use expand_tail + ...
662 while (at != NULL) 622 while (at != NULL)
663 { 623 {
664 tmp = arch_to_object (at); 624 tmp = at->instance ();
665 tmp->x = op->x + freearr_x[dir] + at->x; 625 tmp->x = op->x + freearr_x[dir] + at->x;
666 tmp->y = op->y + freearr_y[dir] + at->y; 626 tmp->y = op->y + freearr_y[dir] + at->y;
667 tmp->map = op->map; 627 tmp->map = op->map;
668 if (head) 628 if (head)
669 { 629 {
780 * at casting a prayer. 740 * at casting a prayer.
781 * op is the player. 741 * op is the player.
782 * failure is basically how much grace they had. 742 * failure is basically how much grace they had.
783 * power is how much grace the spell would normally take to cast. 743 * power is how much grace the spell would normally take to cast.
784 */ 744 */
745
746#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
747
785static void 748static void
786prayer_failure (object *op, int failure, int power) 749prayer_failure (object *op, int failure, int power)
787{ 750{
788 const char *godname; 751 const char *godname;
789 object *tmp; 752 object *tmp;
791 if (!strcmp ((godname = determine_god (op)), "none")) 754 if (!strcmp ((godname = determine_god (op)), "none"))
792 godname = "Your spirit"; 755 godname = "Your spirit";
793 756
794 if (failure <= -20 && failure > -40) /* wonder */ 757 if (failure <= -20 && failure > -40) /* wonder */
795 { 758 {
796 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 759 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
797 tmp = get_archetype (SPELL_WONDER); 760 tmp = archetype::get (SPELL_WONDER);
798 cast_cone (op, op, 0, tmp); 761 cast_cone (op, op, 0, tmp);
799 tmp->destroy (); 762 tmp->destroy ();
800 } 763 }
801 764
802 else if (failure <= -40 && failure > -60) /* confusion */ 765 else if (failure <= -40 && failure > -60) /* confusion */
803 { 766 {
804 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 767 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
805 confuse_player (op, op, 99); 768 confuse_player (op, op, 99);
806 } 769 }
807 else if (failure <= -60 && failure > -150) /* paralysis */ 770 else if (failure <= -60 && failure > -150) /* paralysis */
808 { 771 {
809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 772 op->failmsgf ("%s requires you to pray NOW. "
810 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 773 "You comply, ignoring all else." HINT_GRACE,
774 godname);
811 paralyze_player (op, op, 99); 775 paralyze_player (op, op, 99);
812 } 776 }
813 else if (failure <= -150) /* blast the immediate area */ 777 else if (failure <= -150) /* blast the immediate area */
814 { 778 {
815 tmp = get_archetype (GOD_POWER); 779 tmp = archetype::get (GOD_POWER);
816 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 780 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
817 cast_magic_storm (op, tmp, power); 781 cast_magic_storm (op, tmp, power);
818 } 782 }
819} 783}
820 784
821/* 785/*
822 * spell_failure() handles the various effects for differing degrees 786 * spell_failure() handles the various effects for differing degrees
823 * of failure badness. 787 * of failure badness.
824 * op is the player that failed. 788 * op is the player that failed.
825 * failure is a random value of how badly you failed. 789 * failure is a random value of how badly you failed.
826 * power is how many spellpoints you'd normally need for the spell. 790 * power is how many spellpoints you'd normally need for the spell.
827 * skill is the skill you'd need to cast the spell. 791 * skill is the skill you'd need to cast the spell.
828 */ 792 */
829
830void 793void
831spell_failure (object *op, int failure, int power, object *skill) 794spell_failure (object *op, int failure, int power, object *skill)
832{ 795{
833 object *tmp; 796 object *tmp;
834 797
835 if (settings.spell_failure_effects == FALSE) 798 if (settings.spell_failure_effects == FALSE)
836 return; 799 return;
837 800
838 if (failure <= -20 && failure > -40) /* wonder */ 801 if (failure <= -20 && failure > -40) /* wonder */
839 { 802 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 803 op->failmsg ("Your spell causes an unexpected effect.");
841 tmp = get_archetype (SPELL_WONDER); 804 tmp = archetype::get (SPELL_WONDER);
842 cast_cone (op, op, 0, tmp); 805 cast_cone (op, op, 0, tmp);
843 tmp->destroy (); 806 tmp->destroy ();
844 } 807 }
845 808
846 else if (failure <= -40 && failure > -60) /* confusion */ 809 else if (failure <= -40 && failure > -60) /* confusion */
847 { 810 {
848 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 811 op->failmsg ("Your magic recoils on you, making you confused!");
849 confuse_player (op, op, 99); 812 confuse_player (op, op, 99);
850 } 813 }
851 else if (failure <= -60 && failure > -80) /* paralysis */ 814 else if (failure <= -60 && failure > -80) /* paralysis */
852 { 815 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 816 op->failmsg ("Your magic stuns you!");
854 paralyze_player (op, op, 99); 817 paralyze_player (op, op, 99);
855 } 818 }
856 else if (failure <= -80) /* blast the immediate area */ 819 else if (failure <= -80) /* blast the immediate area */
857 { 820 {
858 object *tmp; 821 object *tmp;
859 822
860 /* Safety check to make sure we don't get any mana storms in scorn */ 823 /* Safety check to make sure we don't get any mana storms in scorn */
861 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 824 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
862 { 825 {
863 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 826 op->failmsg ("The magic warps and you are turned inside out!");
864 hit_player (op, 9998, op, AT_INTERNAL, 1); 827 hit_player (op, 9998, op, AT_INTERNAL, 1);
865 828
866 } 829 }
867 else 830 else
868 { 831 {
869 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 832 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
870 tmp = get_archetype (LOOSE_MANA); 833 tmp = archetype::get (LOOSE_MANA);
871 tmp->level = skill->level; 834 tmp->level = skill->level;
872 835
873 /* increase the area of destruction a little for more powerful spells */ 836 /* increase the area of destruction a little for more powerful spells */
874 tmp->range += isqrt (power); 837 tmp->range += isqrt (power);
875 838
892 { 855 {
893 LOG (llevError, "cast_party_spell: empty other arch\n"); 856 LOG (llevError, "cast_party_spell: empty other arch\n");
894 return 0; 857 return 0;
895 } 858 }
896 859
897 object *spell = arch_to_object (spell_ob->other_arch); 860 object *spell = spell_ob->other_arch->instance ();
898 861
899 /* Always cast spell on caster */ 862 /* Always cast spell on caster */
900 int success = cast_spell (op, caster, dir, spell, spellparam); 863 int success = cast_spell (op, caster, dir, spell, spellparam);
901 864
902 if (!op->contr || !op->contr->party) 865 if (!op->contr || !op->contr->party)
945int 908int
946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 909cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947{ 910{
948 const char *godname; 911 const char *godname;
949 int success = 0; 912 int success = 0;
950 object *skill = NULL; 913
914 // make sure spells always take a while, so a) we don't flood the
915 // user with messages and b) too many failures can be harmful (smiting).
916 op->speed_left -= 4 * op->speed; // ~0.5s on failure
951 917
952 if (!spell_ob) 918 if (!spell_ob)
953 { 919 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 920 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 921 return 0;
966 } 932 }
967 933
968 /* if caster is a spell casting object, this normally shouldn't be 934 /* if caster is a spell casting object, this normally shouldn't be
969 * an issue, because they don't have any spellpaths set up. 935 * an issue, because they don't have any spellpaths set up.
970 */ 936 */
971 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 937 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
972 { 938 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 939 op->failmsg ("That spell path is denied to you.");
974 return 0; 940 return 0;
975 } 941 }
942
943 object *skill = 0;
976 944
977 /* if it is a player casting the spell, and they are really casting it 945 /* if it is a player casting the spell, and they are really casting it
978 * (vs it coming from a wand, scroll, or whatever else), do some 946 * (vs it coming from a wand, scroll, or whatever else), do some
979 * checks. We let monsters do special things - eg, they 947 * checks. We let monsters do special things - eg, they
980 * don't need the skill, bypass level checks, etc. The monster function 948 * don't need the SKILL, BYpass level checks, etc. The monster function
981 * should take care of that. 949 * should take care of that.
982 * Remove the wiz check here and move it further down - some spells 950 * Remove the wiz check here and move it further down - some spells
983 * need to have the right skill pointer passed, so we need to 951 * need to have the right skill pointer passed, so we need to
984 * at least process that code. 952 * at least process that code.
985 */ 953 */
989 { 957 {
990 skill = find_skill_by_name (op, spell_ob->skill); 958 skill = find_skill_by_name (op, spell_ob->skill);
991 959
992 if (!skill) 960 if (!skill)
993 { 961 {
994 op->failmsg (format ("You need the skill %s to cast %s! " 962 op->failmsgf ("You need the %s skill to cast %s! "
995 "H<You either need to learn the skill via a skill scroll " 963 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>", 964 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name)); 965 &spell_ob->skill, &spell_ob->name);
998 return 0; 966 return 0;
999 } 967 }
1000 968
1001 const char *msg = ""; 969 const char *msg = "";
1002 970
1003 int caster_level = skill->level; 971 int caster_level = skill->level;
1014 msg = " (repelled)"; 982 msg = " (repelled)";
1015 } 983 }
1016 984
1017 if (spell_ob->level > caster_level) 985 if (spell_ob->level > caster_level)
1018 { 986 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! " 987 op->failmsgf ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>", 988 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level)); 989 caster_level, msg, spell_ob->level);
1022 if (!op->is_wiz ()) 990 if (!op->is_wiz ())
1023 return 0; 991 return 0;
1024 } 992 }
1025 } 993 }
1026 994
1027 /* If the caster is the wiz, they don't ever fail, and don't have 995 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 996 * to have sufficient grace/mana.
1029 */ 997 */
1030 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 998 if (!op->flag [FLAG_WIZCAST])
1031 { 999 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1000 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1001 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 { 1002 {
1035 op->failmsg ("You don't have enough mana!"); 1003 op->failmsg ("You don't have enough mana!");
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1011 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1012 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else 1013 else
1046 { 1014 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1015 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname)); 1016 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1017 return 0;
1050 } 1018 }
1051 } 1019 }
1052 1020
1053 /* player/monster is trying to cast the spell. might fumble it */ 1021 /* player/monster is trying to cast the spell. might fumble it */
1083 * not alive, then this would mean that the mapmaker put the 1051 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1052 * objects on the space - presume that they know what they are
1085 * doing. 1053 * doing.
1086 */ 1054 */
1087 1055
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1056 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1057 {
1058 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1059 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0; 1060 return 0;
1092 } 1061 }
1093 1062
1094 if ((spell_ob->type == SPELL) 1063 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION) 1064 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST) 1065 && !op->flag [FLAG_WIZCAST]
1097 && (QUERY_FLAG (caster, FLAG_ALIVE) 1066 && (caster->flag [FLAG_ALIVE]
1098 || QUERY_FLAG (op, FLAG_ALIVE)) 1067 || op->flag [FLAG_ALIVE])
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1068 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 { 1069 {
1101 if (op->type != PLAYER) 1070 if (op->type != PLAYER)
1102 return 0; 1071 return 0;
1103 1072
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1073 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1074 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1075 else if (object *item = op->contr->ranged_ob)
1107 { 1076 {
1108 if (item->type == SPELL) 1077 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1078 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1079 else if (item->type == SCROLL)
1116 op->failmsg ("Something blocks the spell!"); 1085 op->failmsg ("Something blocks the spell!");
1117 1086
1118 return 0; 1087 return 0;
1119 } 1088 }
1120 1089
1090 // undo the flood protection from earlier
1091 op->speed_left += 4 * op->speed; // ~0.5s on failure
1092
1121 /* Take into account how long it takes to cast the spell. 1093 /* Take into account how long it takes to cast the spell.
1122 * if the player is casting it, then we use the time in 1094 * if the player is casting it, then we use the time in
1123 * the spell object. If it is a spell object, have it 1095 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players 1096 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost 1097 * behalf (eg, altars, and whatever else) shouldn't cost
1126 * the player any time. 1098 * the player any time.
1127 * Ignore casting time for firewalls 1099 * Ignore casting time for firewalls
1128 */ 1100 */
1129 if (caster == op && caster->type != FIREWALL) 1101 if (caster == op && caster->type != FIREWALL)
1130 { 1102 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed); 1103 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1132 /* Other portions of the code may also decrement the speed of the player, so 1104 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long 1105 * put a lower limit so that the player isn't stuck here too long
1134 */ 1106 */
1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed)) 1107 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed); 1108 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1137 } 1109 }
1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1110 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1139 op->speed_left -= 2 * fabs (op->speed); 1111 op->speed_left -= 2 * op->speed;
1140 1112
1141 if (op->type == PLAYER && op == caster) 1113 if (op->type == PLAYER && op == caster)
1142 { 1114 {
1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1115 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1116 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 * object requires. 1121 * object requires.
1150 */ 1122 */
1151 if (op != caster && !skill && caster->skill) 1123 if (op != caster && !skill && caster->skill)
1152 { 1124 {
1153 skill = find_skill_by_name (op, caster->skill); 1125 skill = find_skill_by_name (op, caster->skill);
1126
1154 if (!skill) 1127 if (!skill)
1155 { 1128 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1129 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1157 return 0; 1130 return 0;
1158 } 1131 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1132 }
1162 1133
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1134 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0); 1135 return RESULT_INT (0);
1136
1137 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1138 // at least temporarily, which might not be true due to slot restrictions, but hey
1139 // invoke requires it basically.
1140
1141 object *chosen_skill = op->chosen_skill;
1142 op->chosen_skill = skill;
1165 1143
1166 switch (spell_ob->subtype) 1144 switch (spell_ob->subtype)
1167 { 1145 {
1168 /* The order of case statements is same as the order they show up 1146 /* The order of case statements is same as the order they show up
1169 * in spells.h. 1147 * in spells.h.
1320 break; 1298 break;
1321 1299
1322 case SP_MOVING_BALL: 1300 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1301 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 { 1302 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1303 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1326 success = 0; 1304 success = 0;
1327 } 1305 }
1328 else 1306 else
1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1307 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1308 break;
1379 break; 1357 break;
1380 1358
1381 default: 1359 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1360 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 } 1361 }
1362
1363 // restore chosen_skill
1364 op->chosen_skill = chosen_skill;
1384 1365
1385 op->play_sound ( 1366 op->play_sound (
1386 success 1367 success
1387 ? spell_ob->sound 1368 ? spell_ob->sound
1388 ? spell_ob->sound 1369 ? spell_ob->sound
1453apply_spell_effect (object *spell, object *victim) 1434apply_spell_effect (object *spell, object *victim)
1454{ 1435{
1455 switch (spell->subtype) 1436 switch (spell->subtype)
1456 { 1437 {
1457 case SP_CONE: 1438 case SP_CONE:
1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) 1439 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1440 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1460 break; 1441 break;
1461 1442
1462 case SP_MAGIC_MISSILE: 1443 case SP_MAGIC_MISSILE:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1444 if (victim->flag [FLAG_ALIVE])
1464 { 1445 {
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1446 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 spell->destroy (); 1447 spell->destroy ();
1467 } 1448 }
1468 break; 1449 break;
1469 1450
1470 case SP_MOVING_BALL: 1451 case SP_MOVING_BALL:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1452 if (victim->flag [FLAG_ALIVE])
1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1453 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1473 else if (victim->material != MATERIAL_NULL) 1454 else if (victim->material != MATERIAL_NULL)
1474 save_throw_object (victim, spell->attacktype, spell); 1455 save_throw_object (victim, spell->attacktype, spell);
1475 1456
1476 break; 1457 break;
1482 * the victim with a specific maximum level. 1463 * the victim with a specific maximum level.
1483 */ 1464 */
1484void 1465void
1485create_exploding_ball_at (object *victim, int level) 1466create_exploding_ball_at (object *victim, int level)
1486{ 1467{
1487 object *ball = get_archetype (EXPLODING_FIREBALL); 1468 object *ball = archetype::get (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1469 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1489 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; 1470 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim); 1471 ball->insert_at (victim);
1491} 1472}

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