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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.100 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 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 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.
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{
149 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
150 150
151 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
152 { 152 {
153 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
154 {
155 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
156 }
157 else 155 else
158 sp = spell->stats.sp; 156 sp = spell->stats.sp;
159 157
160 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
161 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
162 sp = 1; 160 sp = 1;
163 161
164 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
165 {
166 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
167 }
168 else 164 else
169 grace = spell->stats.grace; 165 grace = spell->stats.grace;
170 166
171 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
172 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
173 grace = 1; 169 grace = 1;
174 } 170 }
175 else 171 else
176 { 172 {
182 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
183 grace = 1; 179 grace = 1;
184 } 180 }
185 181
186 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
187 return MAX (sp, grace); 183 return max (sp, grace);
188 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
189 return grace; 185 return grace;
190 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
191 return sp; 187 return sp;
192 else 188 else
330{ 326{
331 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
332 return 0; 328 return 0;
333 329
334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
336 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1; 334 return 1;
339 335
340 return 0; 336 return 0;
341} 337}
360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
362 dir = 0; 358 dir = 0;
363 } 359 }
364 360
365 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
366 op->map->insert (new_op, 362 op->map->insert (new_op,
367 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
368 op, 364 op,
369 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
370 366
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0; 405 return 0;
410 406
411 int max_effects = 5; // max. number of similar spells per mapspace 407 int max_effects = 5; // max. number of similar spells per mapspace
412 408
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
414 { 410 {
415 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could 412 * 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 413 * 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 414 * will then remove it, but that would seem to to use more
420 * on top of a counterwall spell (may hit the player before being 416 * 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 417 * removed.) On the other hand, it may be more dramatic for the
422 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
423 */ 419 */
424 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
426 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
428 && (tmp->type != BOW) 424 && (tmp->type != BOW)
429 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
432 // we special case floor here because there 428 // we special case floor here because there
433 // are sometimes spell effect floors 429 // are sometimes spell effect floors
434 // which are used to inflict damage 430 // which are used to inflict damage
435 // (and those shouldn't go away from 431 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
520 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
521 return 0; 517 return 0;
522 518
523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
524 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
525 521
526 if ((tmp = op->map->insert (tmp, x, y, op))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
527 move_spell_effect (tmp); 523 move_spell_effect (tmp);
528 524
536 ****************************************************************************/ 532 ****************************************************************************/
537void 533void
538regenerate_rod (object *rod) 534regenerate_rod (object *rod)
539{ 535{
540 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
542} 538}
543 539
544void 540void
545drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
546{ 542{
566 { 562 {
567 tmp = op->owner; 563 tmp = op->owner;
568 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
569 * to the caster. 565 * to the caster.
570 */ 566 */
571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
572 tmp = op; 568 tmp = op;
573 } 569 }
574 else 570 else
575 { 571 {
576 maptile *m = op->map; 572 maptile *m = op->map;
624 continue; 620 continue;
625 621
626 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
627 623
628 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
631 tmp = tmp->above; 627 tmp = tmp->above;
632 628
633 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
634 return freedir[i]; 630 return freedir[i];
638 634
639/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
640 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
641 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
642 */ 638 */
643void 639static void
644put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
645{ 641{
646 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
647 archetype *at; 643 archetype *at;
648 int dir; 644 int dir;
663 * insert multipart monsters properly 659 * insert multipart monsters properly
664 */ 660 */
665 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
666 while (at != NULL) 662 while (at != NULL)
667 { 663 {
668 tmp = arch_to_object (at); 664 tmp = at->instance ();
669 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
670 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
671 tmp->map = op->map; 667 tmp->map = op->map;
672 if (head) 668 if (head)
673 { 669 {
784 * at casting a prayer. 780 * at casting a prayer.
785 * op is the player. 781 * op is the player.
786 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
787 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
788 */ 784 */
789void 785
786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
790prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
791{ 790{
792 const char *godname; 791 const char *godname;
793 object *tmp; 792 object *tmp;
794 793
795 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit"; 795 godname = "Your spirit";
797 796
798 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
799 { 798 {
800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 799 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
801 tmp = get_archetype (SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
802 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
803 tmp->destroy (); 802 tmp->destroy ();
804 } 803 }
805 804
806 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
807 { 806 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
809 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
810 } 809 }
811 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
812 { 811 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
815 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
816 } 816 }
817 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
818 { 818 {
819 tmp = get_archetype (GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
821 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
822 } 822 }
823} 823}
824 824
825/* 825/*
839 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
840 return; 840 return;
841 841
842 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
843 { 843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
845 tmp = get_archetype (SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
846 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
847 tmp->destroy (); 847 tmp->destroy ();
848 } 848 }
849 849
850 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
851 { 851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 852 op->failmsg ("Your magic recoils on you, making you confused!");
853 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
854 } 854 }
855 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
856 { 856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
858 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
859 } 859 }
860 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
861 { 861 {
862 object *tmp; 862 object *tmp;
863 863
864 /* 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 */
865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 { 866 {
867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 867 op->failmsg ("The magic warps and you are turned inside out!");
868 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
869 869
870 } 870 }
871 else 871 else
872 { 872 {
873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 873 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
874 tmp = get_archetype (LOOSE_MANA); 874 tmp = archetype::get (LOOSE_MANA);
875 tmp->level = skill->level; 875 tmp->level = skill->level;
876 876
877 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
879 879
896 { 896 {
897 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0; 898 return 0;
899 } 899 }
900 900
901 object *spell = arch_to_object (spell_ob->other_arch); 901 object *spell = spell_ob->other_arch->instance ();
902 902
903 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
905 905
906 if (!op->contr || !op->contr->party) 906 if (!op->contr || !op->contr->party)
949int 949int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 951{
952 const char *godname; 952 const char *godname;
953 int success = 0; 953 int success = 0;
954 object *skill = NULL; 954
955 // make sure spells always take a while, so a) we don't flood the
956 // user with messages and b) too many failures can be harmful (smiting).
957 op->speed_left -= 4 * op->speed; // ~0.5s on failure
955 958
956 if (!spell_ob) 959 if (!spell_ob)
957 { 960 {
958 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0; 962 return 0;
970 } 973 }
971 974
972 /* if caster is a spell casting object, this normally shouldn't be 975 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
974 */ 977 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 978 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
976 { 979 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
978 return 0; 981 return 0;
979 } 982 }
983
984 object *skill = 0;
980 985
981 /* if it is a player casting the spell, and they are really casting it 986 /* if it is a player casting the spell, and they are really casting it
982 * (vs it coming from a wand, scroll, or whatever else), do some 987 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function 989 * don't need the SKILL, BYpass level checks, etc. The monster function
985 * should take care of that. 990 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells 991 * Remove the wiz check here and move it further down - some spells
987 * need to have the right skill pointer passed, so we need to 992 * need to have the right skill pointer passed, so we need to
988 * at least process that code. 993 * at least process that code.
989 */ 994 */
993 { 998 {
994 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
995 1000
996 if (!skill) 1001 if (!skill)
997 { 1002 {
998 op->failmsg (format ("You need the skill %s to cast %s! " 1003 op->failmsgf ("You need the %s skill to cast %s! "
999 "H<You either need to learn the skill via a skill scroll " 1004 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>", 1005 "or you need to wear a talisman, holy symbol or another skill tool.>",
1001 &spell_ob->skill, &spell_ob->name)); 1006 &spell_ob->skill, &spell_ob->name);
1002 return 0; 1007 return 0;
1003 } 1008 }
1004 1009
1005 const char *msg = ""; 1010 const char *msg = "";
1006 1011
1007 int caster_level = skill->level; 1012 int caster_level = skill->level;
1018 msg = " (repelled)"; 1023 msg = " (repelled)";
1019 } 1024 }
1020 1025
1021 if (spell_ob->level > caster_level) 1026 if (spell_ob->level > caster_level)
1022 { 1027 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! " 1028 op->failmsgf ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>", 1029 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level)); 1030 caster_level, msg, spell_ob->level);
1026 if (!op->is_wiz ()) 1031 if (!op->is_wiz ())
1027 return 0; 1032 return 0;
1028 } 1033 }
1029 } 1034 }
1030 1035
1031 /* If the caster is the wiz, they don't ever fail, and don't have 1036 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1033 */ 1038 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1039 if (!op->flag [FLAG_WIZCAST])
1035 { 1040 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1042 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 { 1043 {
1039 op->failmsg ("You don't have enough mana!"); 1044 op->failmsg ("You don't have enough mana!");
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1052 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)); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else 1054 else
1050 { 1055 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1056 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)); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1053 return 0; 1058 return 0;
1054 } 1059 }
1055 } 1060 }
1056 1061
1057 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1063 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])) 1064 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1060 { 1065 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1067 op->failmsg ("You fumble the prayer.");
1063 1068
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1069 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1087 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1089 * doing. 1094 * doing.
1090 */ 1095 */
1091 1096
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1097 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1100 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0; 1101 return 0;
1096 } 1102 }
1097 1103
1098 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION) 1105 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1101 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1102 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1109 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 { 1110 {
1105 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1106 return 0; 1112 return 0;
1107 1113
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1110 else if (object *item = op->contr->ranged_ob) 1116 else if (object *item = op->contr->ranged_ob)
1111 { 1117 {
1112 if (item->type == SPELL) 1118 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL) 1120 else if (item->type == SCROLL)
1120 op->failmsg ("Something blocks the spell!"); 1126 op->failmsg ("Something blocks the spell!");
1121 1127
1122 return 0; 1128 return 0;
1123 } 1129 }
1124 1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1125 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in 1135 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost 1138 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time. 1139 * the player any time.
1131 * Ignore casting time for firewalls 1140 * Ignore casting time for firewalls
1132 */ 1141 */
1133 if (caster == op && caster->type != FIREWALL) 1142 if (caster == op && caster->type != FIREWALL)
1134 { 1143 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1144 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1136 /* Other portions of the code may also decrement the speed of the player, so 1145 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long 1146 * put a lower limit so that the player isn't stuck here too long
1138 */ 1147 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1148 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1149 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1141 } 1150 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1151 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1144 1153
1145 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1146 { 1155 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1156 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1157 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1153 * object requires. 1162 * object requires.
1154 */ 1163 */
1155 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1156 { 1165 {
1157 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1158 if (!skill) 1168 if (!skill)
1159 { 1169 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1170 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1161 return 0; 1171 return 0;
1162 } 1172 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1173 }
1166 1174
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1175 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1176 return RESULT_INT (0);
1177
1178 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1179 // at least temporarily, which might not be true due to slot restrictions, but hey
1180 // invoke requires it basically.
1181
1182 object *chosen_skill = op->chosen_skill;
1183 op->chosen_skill = skill;
1169 1184
1170 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1171 { 1186 {
1172 /* The order of case statements is same as the order they show up 1187 /* The order of case statements is same as the order they show up
1173 * in spells.h. 1188 * in spells.h.
1324 break; 1339 break;
1325 1340
1326 case SP_MOVING_BALL: 1341 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1342 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 { 1343 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1344 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1330 success = 0; 1345 success = 0;
1331 } 1346 }
1332 else 1347 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break; 1349 break;
1383 break; 1398 break;
1384 1399
1385 default: 1400 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1401 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 } 1402 }
1403
1404 // restore chosen_skill
1405 op->chosen_skill = chosen_skill;
1388 1406
1389 op->play_sound ( 1407 op->play_sound (
1390 success 1408 success
1391 ? spell_ob->sound 1409 ? spell_ob->sound
1392 ? spell_ob->sound 1410 ? spell_ob->sound
1446 move_aura (op); 1464 move_aura (op);
1447 break; 1465 break;
1448 } 1466 }
1449} 1467}
1450 1468
1451/* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454static void
1455check_spell_effect (object *op)
1456{
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467}
1468
1469/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1470 * 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
1471 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1472 * objects of the appropriate type. 1472 * objects of the appropriate type.
1473 */ 1473 */
1475apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1476{ 1476{
1477 switch (spell->subtype) 1477 switch (spell->subtype)
1478 { 1478 {
1479 case SP_CONE: 1479 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break; 1482 break;
1483 1483
1484 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1486 { 1486 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy (); 1488 spell->destroy ();
1489 } 1489 }
1490 break; 1490 break;
1491 1491
1492 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1496 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497 1497
1498 break; 1498 break;
1499 } 1499 }
1500} 1500}
1504 * the victim with a specific maximum level. 1504 * the victim with a specific maximum level.
1505 */ 1505 */
1506void 1506void
1507create_exploding_ball_at (object *victim, int level) 1507create_exploding_ball_at (object *victim, int level)
1508{ 1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL); 1509 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 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; 1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim); 1512 ball->insert_at (victim);
1513} 1513}

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