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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.109 by root, Sun Nov 29 17:41:08 2009 UTC vs.
Revision 1.131 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
158 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
159 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
160 sp = 1; 161 sp = 1;
161 162
162 if (spell->stats.grace && spell->stats.maxgrace) 163 if (spell->stats.grace && spell->stats.maxgrace)
163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); 164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
164 else 165 else
165 grace = spell->stats.grace; 166 grace = spell->stats.grace;
166 167
167 grace *= PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
168 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
255 return spop; 256 return spop;
256 257
257 return 0; 258 return 0;
258} 259}
259 260
260/* 261/*
261 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
266 * exact match, we also return NULL. 267 * exact match, we also return NULL.
267 */ 268 */
268object * 269object *
269lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
270{ 271{
271 object *spob1 = 0, *spob2 = 0; 272 if (shstr_cmp name = prefix)
272 int nummatch = 0; 273 {
273 274 // case 1, match spell name exactly
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) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
282 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
283 if (spob->type == SPELL) 285 if (spob->type == SPELL
284 { 286 && spob->name.length () < len
285 // TODO: WTF? 287 && prefix [spob->name.length ()] <= ' '
286 if (!strncmp (spob->name, spname, strlen (spname))) 288 && !memcmp (prefix, spob->name, spob->name.length ()))
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; 289 return spob;
290 }
310 291
311 if (spob1 && nummatch == 1)
312 return spob1;
313
314 return NULL; 292 return 0;
315} 293}
316 294
317/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
326{ 304{
327 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 306 return 0;
329 307
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 312 return 1;
335 313
336 return 0; 314 return 0;
337} 315}
338 316
339/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
340 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
341 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
342 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
343 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
344 * in. 322 * destroys the object is unsuccessful.
345 */ 323 */
346int 324bool
347cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
348{ 326{
349 maptile *m; 327 mapxy pos (op);
350 sint16 sx, sy; 328 pos.move (dir);
351 329
352 if (dir && 330 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) || 331 || 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)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355 { 333 )
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 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
360 339
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 340 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);
366 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
367 return dir; 344 return 1;
368} 345}
369 346
370static bool 347static bool
371mergable_owner (object *o1, object *o2) 348mergable_owner (object *o1, object *o2)
372{ 349{
386} 363}
387 364
388/* Returns true if it is ok to put spell *op on the space/may provided. 365/* Returns true if it is ok to put spell *op on the space/may provided.
389 * immune_stop is basically the attacktype of the spell (why 366 * immune_stop is basically the attacktype of the spell (why
390 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
391 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
392 * on the space, the object doesn't get placed. if immune stop 369 * on the space, the object doesn't get placed. if immune stop
393 * does not have AT_MAGIC, then counterwalls do not effect the spell. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
394 */ 371 */
395int 372int
396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 return 0; 382 return 0;
406 383
407 int max_effects = 5; // max. number of similar spells per mapspace 384 int max_effects = 5; // max. number of similar spells per mapspace
408 385
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
410 { 387 {
411 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could 389 * 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 390 * 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 391 * 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 393 * 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 394 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
419 */ 396 */
420 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
422 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
424 && (tmp->type != BOW) 401 && (tmp->type != BOW)
425 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there 405 // we special case floor here because there
429 // are sometimes spell effect floors 406 // are sometimes spell effect floors
430 // which are used to inflict damage 407 // which are used to inflict damage
431 // (and those shouldn't go away from 408 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
517 return 0; 494 return 0;
518 495
519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
520 SET_ANIMATION (tmp, dir); 497 SET_ANIMATION (tmp, dir);
521 498
522 if ((tmp = op->map->insert (tmp, x, y, op))) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
523 move_spell_effect (tmp); 500 move_spell_effect (tmp);
524 501
562 { 539 {
563 tmp = op->owner; 540 tmp = op->owner;
564 /* If the owner does not exist, or is not a monster, than apply the spell 541 /* If the owner does not exist, or is not a monster, than apply the spell
565 * to the caster. 542 * to the caster.
566 */ 543 */
567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
568 tmp = op; 545 tmp = op;
569 } 546 }
570 else 547 else
571 { 548 {
572 maptile *m = op->map; 549 maptile *m = op->map;
573 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
574 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
575 552
576 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
577 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
578 : 0; 555 : 0;
579 } 556 }
610 if (exclude && exclude->type) 587 if (exclude && exclude->type)
611 owner_type = exclude->type; 588 owner_type = exclude->type;
612 589
613 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
614 { 591 {
615 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
616 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
617 mp = m; 594 mp = m;
618 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
619 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
620 continue; 597 continue;
621 598
622 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
623 600
624 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
627 tmp = tmp->above; 604 tmp = tmp->above;
628 605
629 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630 return freedir[i]; 607 return freedir[i];
647 624
648 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
649 return; 626 return;
650 627
651 /* find a free square nearby 628 /* find a free square nearby
652 * first we check the closest square for free squares 629 * first we check the closest square for free squares
653 */ 630 */
654 631
655 dir = find_first_free_spot (at, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
656 if (dir != -1) 633 if (dir != -1)
657 { 634 {
660 */ 637 */
661 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
662 while (at != NULL) 639 while (at != NULL)
663 { 640 {
664 tmp = at->instance (); 641 tmp = at->instance ();
665 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
666 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
667 tmp->map = op->map; 644 tmp->map = op->map;
668 if (head) 645 if (head)
669 { 646 {
670 tmp->head = head; 647 tmp->head = head;
671 prev->more = tmp; 648 prev->more = tmp;
683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
684 661
685 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
686 663
687 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
689 } 666 }
690} 667}
691 668
692/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
693 * places them in nearby squares. 670 * places them in nearby squares.
744 { AT_PARALYZE, 9}, 721 { AT_PARALYZE, 9},
745 { AT_FEAR, 10}, 722 { AT_FEAR, 10},
746}; 723};
747 724
748/* shuffle_attack: peterm 725/* shuffle_attack: peterm
749 * This routine shuffles the attack of op to one of the 726 * This routine shuffles the attack of op to one of the
750 * ones in the list. It does this at random. It also 727 * ones in the list. It does this at random. It also
751 * chooses a face appropriate to the attack that is 728 * chooses a face appropriate to the attack that is
752 * being committed by that square at the moment. 729 * being committed by that square at the moment.
753 * right now it's being used by color spray and create pool of 730 * right now it's being used by color spray and create pool of
754 * chaos. 731 * chaos.
755 * This could really be a better implementation - the 732 * This could really be a better implementation - the
756 * faces and attacktypes above are hardcoded, which is never 733 * faces and attacktypes above are hardcoded, which is never
757 * good. The faces refer to faces in the animation sequence. 734 * good. The faces refer to faces in the animation sequence.
780 * at casting a prayer. 757 * at casting a prayer.
781 * op is the player. 758 * op is the player.
782 * failure is basically how much grace they had. 759 * failure is basically how much grace they had.
783 * power is how much grace the spell would normally take to cast. 760 * power is how much grace the spell would normally take to cast.
784 */ 761 */
762
763#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
764
785static void 765static void
786prayer_failure (object *op, int failure, int power) 766prayer_failure (object *op, int failure, int power)
787{ 767{
788 const char *godname; 768 const char *godname;
789 object *tmp; 769 object *tmp;
791 if (!strcmp ((godname = determine_god (op)), "none")) 771 if (!strcmp ((godname = determine_god (op)), "none"))
792 godname = "Your spirit"; 772 godname = "Your spirit";
793 773
794 if (failure <= -20 && failure > -40) /* wonder */ 774 if (failure <= -20 && failure > -40) /* wonder */
795 { 775 {
796 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 776 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
797 tmp = get_archetype (SPELL_WONDER); 777 tmp = archetype::get (SPELL_WONDER);
798 cast_cone (op, op, 0, tmp); 778 cast_cone (op, op, 0, tmp);
799 tmp->destroy (); 779 tmp->destroy ();
800 } 780 }
801 781
802 else if (failure <= -40 && failure > -60) /* confusion */ 782 else if (failure <= -40 && failure > -60) /* confusion */
803 { 783 {
804 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 784 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
805 confuse_player (op, op, 99); 785 confuse_player (op, op, 99);
806 } 786 }
807 else if (failure <= -60 && failure > -150) /* paralysis */ 787 else if (failure <= -60 && failure > -150) /* paralysis */
808 { 788 {
809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 789 op->failmsgf ("%s requires you to pray NOW. "
810 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 790 "You comply, ignoring all else." HINT_GRACE,
791 godname);
811 paralyze_player (op, op, 99); 792 paralyze_player (op, op, 99);
812 } 793 }
813 else if (failure <= -150) /* blast the immediate area */ 794 else if (failure <= -150) /* blast the immediate area */
814 { 795 {
815 tmp = get_archetype (GOD_POWER); 796 tmp = archetype::get (GOD_POWER);
816 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 797 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
817 cast_magic_storm (op, tmp, power); 798 cast_magic_storm (op, tmp, power);
818 } 799 }
819} 800}
820 801
821/* 802/*
822 * spell_failure() handles the various effects for differing degrees 803 * spell_failure() handles the various effects for differing degrees
823 * of failure badness. 804 * of failure badness.
824 * op is the player that failed. 805 * op is the player that failed.
825 * failure is a random value of how badly you failed. 806 * failure is a random value of how badly you failed.
826 * power is how many spellpoints you'd normally need for the spell. 807 * power is how many spellpoints you'd normally need for the spell.
827 * skill is the skill you'd need to cast the spell. 808 * skill is the skill you'd need to cast the spell.
828 */ 809 */
829
830void 810void
831spell_failure (object *op, int failure, int power, object *skill) 811spell_failure (object *op, int failure, int power, object *skill)
832{ 812{
833 object *tmp; 813 object *tmp;
834 814
835 if (settings.spell_failure_effects == FALSE) 815 if (settings.spell_failure_effects == FALSE)
836 return; 816 return;
837 817
838 if (failure <= -20 && failure > -40) /* wonder */ 818 if (failure <= -20 && failure > -40) /* wonder */
839 { 819 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 820 op->failmsg ("Your spell causes an unexpected effect.");
841 tmp = get_archetype (SPELL_WONDER); 821 tmp = archetype::get (SPELL_WONDER);
842 cast_cone (op, op, 0, tmp); 822 cast_cone (op, op, 0, tmp);
843 tmp->destroy (); 823 tmp->destroy ();
844 } 824 }
845 825
846 else if (failure <= -40 && failure > -60) /* confusion */ 826 else if (failure <= -40 && failure > -60) /* confusion */
847 { 827 {
848 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 828 op->failmsg ("Your magic recoils on you, making you confused!");
849 confuse_player (op, op, 99); 829 confuse_player (op, op, 99);
850 } 830 }
851 else if (failure <= -60 && failure > -80) /* paralysis */ 831 else if (failure <= -60 && failure > -80) /* paralysis */
852 { 832 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 833 op->failmsg ("Your magic stuns you!");
854 paralyze_player (op, op, 99); 834 paralyze_player (op, op, 99);
855 } 835 }
856 else if (failure <= -80) /* blast the immediate area */ 836 else if (failure <= -80) /* blast the immediate area */
857 { 837 {
858 object *tmp; 838 object *tmp;
859 839
860 /* Safety check to make sure we don't get any mana storms in scorn */ 840 /* 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) 841 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
862 { 842 {
863 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 843 op->failmsg ("The magic warps and you are turned inside out!");
864 hit_player (op, 9998, op, AT_INTERNAL, 1); 844 hit_player (op, 9998, op, AT_INTERNAL, 1);
865 845
866 } 846 }
867 else 847 else
868 { 848 {
869 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 849 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
870 tmp = get_archetype (LOOSE_MANA); 850 tmp = archetype::get (LOOSE_MANA);
871 tmp->level = skill->level; 851 tmp->level = skill->level;
872 852
873 /* increase the area of destruction a little for more powerful spells */ 853 /* increase the area of destruction a little for more powerful spells */
874 tmp->range += isqrt (power); 854 tmp->range += isqrt (power);
875 855
945int 925int
946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 926cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947{ 927{
948 const char *godname; 928 const char *godname;
949 int success = 0; 929 int success = 0;
950 object *skill = NULL; 930
931 // make sure spells always take a while, so a) we don't flood the
932 // user with messages and b) too many failures can be harmful (smiting).
933 op->speed_left -= 4 * op->speed; // ~0.5s on failure
951 934
952 if (!spell_ob) 935 if (!spell_ob)
953 { 936 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 937 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 938 return 0;
963 { 946 {
964 LOG (llevError, "cast_spell: null caster object passed\n"); 947 LOG (llevError, "cast_spell: null caster object passed\n");
965 return 0; 948 return 0;
966 } 949 }
967 950
968 /* if caster is a spell casting object, this normally shouldn't be 951 /* if caster is a spell casting object, this normally shouldn't be
969 * an issue, because they don't have any spellpaths set up. 952 * an issue, because they don't have any spellpaths set up.
970 */ 953 */
971 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 954 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
972 { 955 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 956 op->failmsg ("That spell path is denied to you.");
974 return 0; 957 return 0;
975 } 958 }
976 959
960 object *skill = 0;
961
977 /* if it is a player casting the spell, and they are really casting it 962 /* 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 963 * (vs it coming from a wand, scroll, or whatever else), do some
979 * checks. We let monsters do special things - eg, they 964 * checks. We let monsters do special things - eg, they
980 * don't need the skill, bypass level checks, etc. The monster function 965 * don't need the SKILL, BYpass level checks, etc. The monster function
981 * should take care of that. 966 * should take care of that.
982 * Remove the wiz check here and move it further down - some spells 967 * 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 968 * need to have the right skill pointer passed, so we need to
984 * at least process that code. 969 * at least process that code.
985 */ 970 */
989 { 974 {
990 skill = find_skill_by_name (op, spell_ob->skill); 975 skill = find_skill_by_name (op, spell_ob->skill);
991 976
992 if (!skill) 977 if (!skill)
993 { 978 {
994 op->failmsg (format ("You need the skill %s to cast %s! " 979 op->failmsgf ("You need the %s skill to cast %s! "
995 "H<You either need to learn the skill via a skill scroll " 980 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>", 981 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name)); 982 &spell_ob->skill, &spell_ob->name);
998 return 0; 983 return 0;
999 } 984 }
1000 985
1001 const char *msg = ""; 986 const char *msg = "";
1002 987
1003 int caster_level = skill->level; 988 int caster_level = skill->level;
1014 msg = " (repelled)"; 999 msg = " (repelled)";
1015 } 1000 }
1016 1001
1017 if (spell_ob->level > caster_level) 1002 if (spell_ob->level > caster_level)
1018 { 1003 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! " 1004 op->failmsgf ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>", 1005 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level)); 1006 caster_level, msg, spell_ob->level);
1022 if (!op->is_wiz ()) 1007 if (!op->is_wiz ())
1023 return 0; 1008 return 0;
1024 } 1009 }
1025 } 1010 }
1026 1011
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1012 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1013 * to have sufficient grace/mana.
1029 */ 1014 */
1030 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1015 if (!op->flag [FLAG_WIZCAST])
1031 { 1016 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1017 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1018 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 { 1019 {
1035 op->failmsg ("You don't have enough mana!"); 1020 op->failmsg ("You don't have enough mana!");
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1028 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)); 1029 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else 1030 else
1046 { 1031 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1032 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)); 1033 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1034 return 0;
1050 } 1035 }
1051 } 1036 }
1052 1037
1053 /* player/monster is trying to cast the spell. might fumble it */ 1038 /* player/monster is trying to cast the spell. might fumble it */
1083 * not alive, then this would mean that the mapmaker put the 1068 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1069 * objects on the space - presume that they know what they are
1085 * doing. 1070 * doing.
1086 */ 1071 */
1087 1072
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1073 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1074 {
1075 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!"); 1076 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0; 1077 return 0;
1092 } 1078 }
1093 1079
1094 if ((spell_ob->type == SPELL) 1080 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION) 1081 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST) 1082 && !op->flag [FLAG_WIZCAST]
1097 && (QUERY_FLAG (caster, FLAG_ALIVE) 1083 && (caster->flag [FLAG_ALIVE]
1098 || QUERY_FLAG (op, FLAG_ALIVE)) 1084 || op->flag [FLAG_ALIVE])
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1085 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 { 1086 {
1101 if (op->type != PLAYER) 1087 if (op->type != PLAYER)
1102 return 0; 1088 return 0;
1103 1089
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1090 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1091 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1092 else if (object *item = op->contr->ranged_ob)
1107 { 1093 {
1108 if (item->type == SPELL) 1094 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1095 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1096 else if (item->type == SCROLL)
1116 op->failmsg ("Something blocks the spell!"); 1102 op->failmsg ("Something blocks the spell!");
1117 1103
1118 return 0; 1104 return 0;
1119 } 1105 }
1120 1106
1107 // undo the flood protection from earlier
1108 op->speed_left += 4 * op->speed; // ~0.5s on failure
1109
1121 /* Take into account how long it takes to cast the spell. 1110 /* Take into account how long it takes to cast the spell.
1122 * if the player is casting it, then we use the time in 1111 * if the player is casting it, then we use the time in
1123 * the spell object. If it is a spell object, have it 1112 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players 1113 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost 1114 * behalf (eg, altars, and whatever else) shouldn't cost
1126 * the player any time. 1115 * the player any time.
1127 * Ignore casting time for firewalls 1116 * Ignore casting time for firewalls
1149 * object requires. 1138 * object requires.
1150 */ 1139 */
1151 if (op != caster && !skill && caster->skill) 1140 if (op != caster && !skill && caster->skill)
1152 { 1141 {
1153 skill = find_skill_by_name (op, caster->skill); 1142 skill = find_skill_by_name (op, caster->skill);
1143
1154 if (!skill) 1144 if (!skill)
1155 { 1145 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1146 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1157 return 0; 1147 return 0;
1158 } 1148 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1149 }
1162 1150
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1151 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0); 1152 return RESULT_INT (0);
1153
1154 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1155 // at least temporarily, which might not be true due to slot restrictions, but hey
1156 // invoke requires it basically.
1157
1158 object *chosen_skill = op->chosen_skill;
1159 op->chosen_skill = skill;
1165 1160
1166 switch (spell_ob->subtype) 1161 switch (spell_ob->subtype)
1167 { 1162 {
1168 /* The order of case statements is same as the order they show up 1163 /* The order of case statements is same as the order they show up
1169 * in spells.h. 1164 * in spells.h.
1320 break; 1315 break;
1321 1316
1322 case SP_MOVING_BALL: 1317 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1318 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 { 1319 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1320 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1326 success = 0; 1321 success = 0;
1327 } 1322 }
1328 else 1323 else
1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1324 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1325 break;
1379 break; 1374 break;
1380 1375
1381 default: 1376 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1377 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 } 1378 }
1379
1380 // restore chosen_skill
1381 op->chosen_skill = chosen_skill;
1384 1382
1385 op->play_sound ( 1383 op->play_sound (
1386 success 1384 success
1387 ? spell_ob->sound 1385 ? spell_ob->sound
1388 ? spell_ob->sound 1386 ? spell_ob->sound
1453apply_spell_effect (object *spell, object *victim) 1451apply_spell_effect (object *spell, object *victim)
1454{ 1452{
1455 switch (spell->subtype) 1453 switch (spell->subtype)
1456 { 1454 {
1457 case SP_CONE: 1455 case SP_CONE:
1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) 1456 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1460 break; 1458 break;
1461 1459
1462 case SP_MAGIC_MISSILE: 1460 case SP_MAGIC_MISSILE:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (victim->flag [FLAG_ALIVE])
1464 { 1462 {
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1463 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 spell->destroy (); 1464 spell->destroy ();
1467 } 1465 }
1468 break; 1466 break;
1469 1467
1470 case SP_MOVING_BALL: 1468 case SP_MOVING_BALL:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1469 if (victim->flag [FLAG_ALIVE])
1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1473 else if (victim->material != MATERIAL_NULL) 1471 else if (victim->material != MATERIAL_NULL)
1474 save_throw_object (victim, spell->attacktype, spell); 1472 save_throw_object (victim, spell->attacktype, spell);
1475 1473
1476 break; 1474 break;
1482 * the victim with a specific maximum level. 1480 * the victim with a specific maximum level.
1483 */ 1481 */
1484void 1482void
1485create_exploding_ball_at (object *victim, int level) 1483create_exploding_ball_at (object *victim, int level)
1486{ 1484{
1487 object *ball = get_archetype (EXPLODING_FIREBALL); 1485 object *ball = archetype::get (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1486 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; 1487 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim); 1488 ball->insert_at (victim);
1491} 1489}

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