ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.33 by root, Mon Jan 15 01:25:41 2007 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your 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 GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 83 */
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193
194int 104int
195caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
196{ 106{
197 int level = caster->level; 107 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 108
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 111 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
213 114
214 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
215 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
216 120
217 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
219 128
220 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 if (level < 1) 132 return clamp (level, 1, settings.max_level);
224 level = 1;
225
226 return level;
227} 133}
228 134
229/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 142 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
239 */ 145 */
240
241sint16 146sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 148{
244 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
245 150
246 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
247 { 152 {
248 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 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));
251 }
252 else 155 else
253 sp = spell->stats.sp; 156 sp = spell->stats.sp;
254 157
255 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
257 sp = 1; 160 sp = 1;
258 161
259 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 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));
262 }
263 else 164 else
264 grace = spell->stats.grace; 165 grace = spell->stats.grace;
265 166
266 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
268 grace = 1; 169 grace = 1;
269 } 170 }
270 else 171 else
271 { 172 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
274 sp = 1; 175 sp = 1;
176
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
277 grace = 1; 179 grace = 1;
278 } 180 }
181
279 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 183 return max (sp, grace);
281 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
282 return grace; 185 return grace;
283 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
284 return sp; 187 return sp;
285 else 188 else
287 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288 return 0; 191 return 0;
289 } 192 }
290} 193}
291 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
292 205
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
295 */ 208 */
296int 209int
297SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
298{ 211{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 216}
310 217
311/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
314 */ 221 */
315int 222int
316SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
317{ 224{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 229}
330 230
331/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
334 */ 234 */
335int 235int
336SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
337{ 237{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 238 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 242}
350 243
351/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
354 */ 247 */
355object * 248object *
356check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
357{ 250{
358 object *spop; 251 object *spop;
359 252
360 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
362 return spop; 255 return spop;
363 256
364 return NULL; 257 return 0;
365} 258}
366
367 259
368/* 260/*
369 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 266 * exact match, we also return NULL.
375 */ 267 */
376
377object * 268object *
378lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
379{ 270{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
381 int nummatch = 0; 272 int nummatch = 0;
382 273
383 if (spname == NULL) 274 if (!spname)
384 return NULL; 275 return 0;
385 276
386 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
389 */ 280 */
390 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
391 { 282 {
392 if (spob->type == SPELL) 283 if (spob->type == SPELL)
393 { 284 {
285 // TODO: WTF?
394 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
395 { 287 {
396 nummatch++; 288 nummatch++;
397 spob1 = spob; 289 spob1 = spob;
398 } 290 }
403 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
405 */ 297 */
406 if (spob2) 298 if (spob2)
407 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
408 spob2 = spob; 301 spob2 = spob;
409 } 302 }
410 } 303 }
411 } 304 }
412 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
413 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
414 */ 307 */
415 if (spob2) 308 if (spob2)
416 return spob2; 309 return spob2;
310
417 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
418 return spob1; 312 return spob1;
313
419 return NULL; 314 return NULL;
420} 315}
421 316
422/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
427 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
428 */ 323 */
429int 324int
430reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
431{ 326{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 328 return 0;
329
436 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 334 return 1;
441 335
442 return 0; 336 return 0;
443} 337}
462 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.");
463 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.");
464 dir = 0; 358 dir = 0;
465 } 359 }
466 360
361 new_op->set_flag (FLAG_IDENTIFIED);
467 op->map->insert (new_op, 362 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op, 364 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
471 366
472 return dir; 367 return dir;
368}
369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
473} 386}
474 387
475/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
476 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
479 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
480 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
481 *
482 */ 394 */
483int 395int
484ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485{ 397{
486 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
487 return 0; 399 return 0;
488 400
489 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
490 403
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0; 405 return 0;
493 406
407 int max_effects = 5; // max. number of similar spells per mapspace
408
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
495 { 410 {
496 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
497 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
498 * 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
499 * 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
500 * resources, and may not work as well if a player is standing 415 * resources, and may not work as well if a player is standing
501 * 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
502 * 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
503 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
504 */ 419 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) && 420 if ((tmp->attacktype & AT_COUNTERSPELL)
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 421 && !tmp->flag [FLAG_MONSTER]
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there
429 // are sometimes spell effect floors
430 // which are used to inflict damage
431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC))
508 return 0; 434 return 0;
509 435
510 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe.
513 * there are no such things as multispaced spells right now, so
514 * we don't need to worry about the head.
515 */
516 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517 return 0;
518
519 /*
520 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons.
523 */
524 if (tmp->arch == op->arch
525 && tmp->type == op->type 436 if (tmp->type == op->type)
526 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner
528 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
529 { 437 {
530 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
531 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
532 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
533 return 0; 470 return 0;
534 } 471 }
535 472
536 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
537 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
538 */ 475 */
550 * dir: direction to fire in. 487 * dir: direction to fire in.
551 * spell: spell that is being fired. It uses other_arch for the archetype 488 * spell: spell that is being fired. It uses other_arch for the archetype
552 * to fire. 489 * to fire.
553 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
554 */ 491 */
555
556int 492int
557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558{ 494{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
564 return 0; 496 return 0;
565 497
566 m = op->map; 498 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 499
573 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 501 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 502
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 509 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 510 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
600 513
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
605 return 0; 517 return 0;
606 } 518
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
608 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
609 521
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 523 move_spell_effect (tmp);
612 524
613 return 1; 525 return 1;
614} 526}
615 527
620 ****************************************************************************/ 532 ****************************************************************************/
621void 533void
622regenerate_rod (object *rod) 534regenerate_rod (object *rod)
623{ 535{
624 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
625 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
626 rod->stats.hp += 1 + rod->stats.maxhp / 10;
627
628 if (rod->stats.hp > rod->stats.maxhp)
629 rod->stats.hp = rod->stats.maxhp;
630 }
631} 538}
632
633 539
634void 540void
635drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
636{ 542{
637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 543 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
638} 544}
639
640
641
642 545
643/* this function is commonly used to find a friendly target for 546/* this function is commonly used to find a friendly target for
644 * spells such as heal or protection or armour 547 * spells such as heal or protection or armour
645 * op is what is looking for the target (which can be a player), 548 * op is what is looking for the target (which can be a player),
646 * dir is the direction we are looking in. Return object found, or 549 * dir is the direction we are looking in. Return object found, or
647 * NULL if no good object. 550 * NULL if no good object.
648 */ 551 */
649
650object * 552object *
651find_target_for_friendly_spell (object *op, int dir) 553find_target_for_friendly_spell (object *op, int dir)
652{ 554{
653 object *tmp; 555 object *tmp;
654 maptile *m;
655 sint16 x, y;
656 int mflags;
657 556
658 /* I don't really get this block - if op isn't a player or rune, 557 /* I don't really get this block - if op isn't a player or rune,
659 * we then make the owner of this object the target. 558 * we then make the owner of this object the target.
660 * The owner could very well be no where near op. 559 * The owner could very well be no where near op.
661 */ 560 */
663 { 562 {
664 tmp = op->owner; 563 tmp = op->owner;
665 /* 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
666 * to the caster. 565 * to the caster.
667 */ 566 */
668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
669 tmp = op; 568 tmp = op;
670 } 569 }
671 else 570 else
672 { 571 {
673 m = op->map; 572 maptile *m = op->map;
674 x = op->x + freearr_x[dir]; 573 sint16 x = op->x + freearr_x[dir];
675 y = op->y + freearr_y[dir]; 574 sint16 y = op->y + freearr_y[dir];
676
677 mflags = get_map_flags (m, &m, x, y, &x, &y);
678
679 if (mflags & P_OUT_OF_MAP)
680 tmp = 0;
681 else 575
576 tmp = xy_normalise (m, x, y)
682 tmp = m->at (x, y).player (); 577 ? m->at (x, y).player ()
578 : 0;
683 } 579 }
684 580
685 /* didn't find a player there, look in current square for a player */ 581 /* didn't find a player there, look in current square for a player */
686 if (!tmp) 582 if (!tmp)
687 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
688 584
689 return tmp; 585 return tmp;
690} 586}
691
692
693 587
694/* raytrace: 588/* raytrace:
695 * spell_find_dir(map, x, y, exclude) will search first the center square 589 * spell_find_dir(map, x, y, exclude) will search first the center square
696 * then some close squares in the given map at the given coordinates for 590 * then some close squares in the given map at the given coordinates for
697 * live objects. 591 * live objects.
700 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
701 * It returns the direction toward the first/closest live object if it finds 595 * It returns the direction toward the first/closest live object if it finds
702 * any, otherwise -1. 596 * any, otherwise -1.
703 * note that exclude can be NULL, in which case all bets are off. 597 * note that exclude can be NULL, in which case all bets are off.
704 */ 598 */
705
706int 599int
707spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
708{ 601{
709 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
710 sint16 nx, ny; 603 sint16 nx, ny;
727 continue; 620 continue;
728 621
729 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
730 623
731 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
732 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
733 (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))))
734 tmp = tmp->above; 627 tmp = tmp->above;
735 628
736 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
737 return freedir[i]; 630 return freedir[i];
738 } 631 }
739 return -1; /* flag for "keep going the way you were" */ 632 return -1; /* flag for "keep going the way you were" */
740} 633}
741
742
743 634
744/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
745 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
746 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
747 */ 638 */
748 639static void
749void
750put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
751{ 641{
752 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
753 archetype *at; 643 archetype *at;
754 int dir; 644 int dir;
760 650
761 /* find a free square nearby 651 /* find a free square nearby
762 * first we check the closest square for free squares 652 * first we check the closest square for free squares
763 */ 653 */
764 654
765 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 655 dir = find_first_free_spot (at, op->map, op->x, op->y);
766 if (dir != -1) 656 if (dir != -1)
767 { 657 {
768 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
769 * insert multipart monsters properly 659 * insert multipart monsters properly
770 */ 660 */
661 //TODO: use expand_tail + ...
771 while (at != NULL) 662 while (at != NULL)
772 { 663 {
773 tmp = arch_to_object (at); 664 tmp = at->instance ();
774 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
775 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
776 tmp->map = op->map; 667 tmp->map = op->map;
777 if (head) 668 if (head)
778 { 669 {
779 tmp->head = head; 670 tmp->head = head;
780 prev->more = tmp; 671 prev->more = tmp;
781 } 672 }
673
782 if (!head) 674 if (!head)
783 head = tmp; 675 head = tmp;
676
784 prev = tmp; 677 prev = tmp;
678
785 at = at->more; 679 at = (archetype *)at->more;
786 } 680 }
787 681
788 if (head->randomitems) 682 if (head->randomitems)
789 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
790 684
791 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
792 686
793 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
794 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
795 } 689 }
796} 690}
797 691
798/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
799 * places them in nearby squares. 693 * places them in nearby squares.
806 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
807 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
808 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
809 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
810 */ 704 */
811
812int 705int
813summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
814{ 707{
815 int i; 708 int i;
816 709
826{ 719{
827 int attacktype; 720 int attacktype;
828 int face; 721 int face;
829} ATTACKS[22] = 722} ATTACKS[22] =
830{ 723{
831 {
832 AT_PHYSICAL, 0}, 724 { AT_PHYSICAL, 0},
833 {
834 AT_PHYSICAL, 0}, /*face = explosion */ 725 { AT_PHYSICAL, 0}, /*face = explosion */
835 {
836 AT_PHYSICAL, 0}, 726 { AT_PHYSICAL, 0},
837 {
838 AT_MAGIC, 1}, 727 { AT_MAGIC, 1},
839 {
840 AT_MAGIC, 1}, /* face = last-burnout */ 728 { AT_MAGIC, 1}, /* face = last-burnout */
841 {
842 AT_MAGIC, 1}, 729 { AT_MAGIC, 1},
843 {
844 AT_FIRE, 2}, 730 { AT_FIRE, 2},
845 {
846 AT_FIRE, 2}, /* face = fire.... */ 731 { AT_FIRE, 2}, /* face = fire.... */
847 {
848 AT_FIRE, 2}, 732 { AT_FIRE, 2},
849 {
850 AT_ELECTRICITY, 3}, 733 { AT_ELECTRICITY, 3},
851 {
852 AT_ELECTRICITY, 3}, /* ball_lightning */ 734 { AT_ELECTRICITY, 3}, /* ball_lightning */
853 {
854 AT_ELECTRICITY, 3}, 735 { AT_ELECTRICITY, 3},
855 {
856 AT_COLD, 4}, 736 { AT_COLD, 4},
857 {
858 AT_COLD, 4}, /* face=icestorm */ 737 { AT_COLD, 4}, /* face=icestorm */
859 {
860 AT_COLD, 4}, 738 { AT_COLD, 4},
861 {
862 AT_CONFUSION, 5}, 739 { AT_CONFUSION, 5},
863 {
864 AT_POISON, 7}, 740 { AT_POISON, 7},
865 {
866 AT_POISON, 7}, /* face = acid sphere. generator */ 741 { AT_POISON, 7}, /* face = acid sphere. generator */
867 {
868 AT_POISON, 7}, /* poisoncloud face */ 742 { AT_POISON, 7}, /* poisoncloud face */
869 {
870 AT_SLOW, 8}, 743 { AT_SLOW, 8},
871 {
872 AT_PARALYZE, 9}, 744 { AT_PARALYZE, 9},
873 {
874AT_FEAR, 10}}; 745 { AT_FEAR, 10},
875 746};
876
877 747
878/* shuffle_attack: peterm 748/* shuffle_attack: peterm
879 * This routine shuffles the attack of op to one of the 749 * This routine shuffles the attack of op to one of the
880 * ones in the list. It does this at random. It also 750 * ones in the list. It does this at random. It also
881 * chooses a face appropriate to the attack that is 751 * chooses a face appropriate to the attack that is
904 { 774 {
905 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
906 } 776 }
907} 777}
908 778
909
910/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
911 * at casting a prayer. 780 * at casting a prayer.
912 * op is the player. 781 * op is the player.
913 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
914 * 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.
915 */ 784 */
916 785
917void 786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
918prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
919{ 790{
920 const char *godname; 791 const char *godname;
921 object *tmp; 792 object *tmp;
922 793
923 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
924 godname = "Your spirit"; 795 godname = "Your spirit";
925 796
926 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
927 { 798 {
928 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);
929 tmp = get_archetype (SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
930 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
931 tmp->destroy (); 802 tmp->destroy ();
932 } 803 }
933 804
934 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
935 { 806 {
936 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
937 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
938 } 809 }
939 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
940 { 811 {
941 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
942 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
943 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
944 } 816 }
945 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
946 { 818 {
947 tmp = get_archetype (GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
948 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
949 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
950 } 822 }
951} 823}
952 824
953/* 825/*
967 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
968 return; 840 return;
969 841
970 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
971 { 843 {
972 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
973 tmp = get_archetype (SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
974 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
975 tmp->destroy (); 847 tmp->destroy ();
976 } 848 }
977 849
978 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
979 { 851 {
980 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!");
981 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
982 } 854 }
983 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
984 { 856 {
985 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
986 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
987 } 859 }
988 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
989 { 861 {
990 object *tmp; 862 object *tmp;
991 863
992 /* 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 */
993 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)
994 { 866 {
995 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!");
996 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
997 869
998 } 870 }
999 else 871 else
1000 { 872 {
1001 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!");
1002 tmp = get_archetype (LOOSE_MANA); 874 tmp = archetype::get (LOOSE_MANA);
1003 tmp->level = skill->level; 875 tmp->level = skill->level;
1004 876
1005 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
1006 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
1007 879
1015 tmp->insert_at (op); 887 tmp->insert_at (op);
1016 } 888 }
1017 } 889 }
1018} 890}
1019 891
1020int 892static int
1021cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1022{ 894{
1023 int success;
1024 player *pl;
1025 object *spell;
1026
1027 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1028 { 896 {
1029 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1030 return 0; 898 return 0;
1031 } 899 }
1032 spell = arch_to_object (spell_ob->other_arch); 900
901 object *spell = spell_ob->other_arch->instance ();
1033 902
1034 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1035 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1036 905
1037 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1038 { 907 {
1039 spell->remove (); 908 spell->remove ();
1040 return success; 909 return success;
1041 } 910 }
911
1042 for_all_players (pl) 912 for_all_players (pl)
1043 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
1044 { 914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1045 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1046 } 917
1047 spell->remove (); 918 spell->remove ();
1048 return success; 919 return success;
1049} 920}
1050 921
1051/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1056 * same as op. 927 * same as op.
1057 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
1058 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1059 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
1060 * we can determine what to do. 931 * we can determine what to do.
1061 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
1062 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
1063 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
1064 * etc. 935 * etc.
1065 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
1066 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
1073 * 944 *
1074 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1075 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1076 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1077 */ 948 */
1078
1079int 949int
1080cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1081{ 951{
1082 const char *godname; 952 const char *godname;
1083 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1084 object *skill = NULL;
1085 954
1086 old_shoottype = op->contr ? op->contr->shoottype : 0; 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
1087 958
1088 if (!spell_ob) 959 if (!spell_ob)
1089 { 960 {
1090 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
1091 return 0; 962 return 0;
1102 } 973 }
1103 974
1104 /* 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
1105 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
1106 */ 977 */
1107 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])
1108 { 979 {
1109 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
1110 return 0; 981 return 0;
1111 } 982 }
983
984 object *skill = 0;
1112 985
1113 /* 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
1114 * (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
1115 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
1116 * 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
1117 * should take care of that. 990 * should take care of that.
1118 * 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
1119 * 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
1120 * at least process that code. 993 * at least process that code.
1121 */ 994 */
1122 if (op->type == PLAYER && op == caster) 995 if (op->type == PLAYER && op == caster)
1123 { 996 {
1124 cast_level = caster_level (caster, spell_ob);
1125 if (spell_ob->skill) 997 if (spell_ob->skill)
1126 { 998 {
1127 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
1000
1128 if (!skill) 1001 if (!skill)
1129 { 1002 {
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1003 op->failmsgf ("You need the %s skill to cast %s! "
1004 "H<You either need to learn the skill via a skill scroll "
1005 "or you need to wear a talisman, holy symbol or another skill tool.>",
1006 &spell_ob->skill, &spell_ob->name);
1131 return 0; 1007 return 0;
1132 } 1008 }
1133 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1009
1010 const char *msg = "";
1011
1012 int caster_level = skill->level;
1013
1014 if (op->path_attuned & spell_ob->path_attuned)
1134 { 1015 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1016 caster_level += min (caster_level, ATTUNE_REPELL);
1017 msg = " (attuned)";
1018 }
1019
1020 if (op->path_repelled & spell_ob->path_attuned)
1021 {
1022 caster_level -= ATTUNE_REPELL; // negative is ok
1023 msg = " (repelled)";
1024 }
1025
1026 if (spell_ob->level > caster_level)
1027 {
1028 op->failmsgf ("You lack enough skill to cast that spell! "
1029 "H<Your effective cast level is %d%s, but level %d is required.>",
1030 caster_level, msg, spell_ob->level);
1031 if (!op->is_wiz ())
1136 return 0; 1032 return 0;
1137 } 1033 }
1138 } 1034 }
1035
1139 /* 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
1140 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1141 */ 1038 */
1142 if (!QUERY_FLAG (op, FLAG_WIZ)) 1039 if (!op->flag [FLAG_WIZCAST])
1143 { 1040 {
1144 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1145 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)
1146 { 1043 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1044 op->failmsg ("You don't have enough mana!");
1148 return 0; 1045 return 0;
1149 } 1046 }
1150 1047
1151 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1048 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1152 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1049 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1153 { 1050 {
1154 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1051 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1155 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)
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1158 }
1159 else 1054 else
1160 { 1055 {
1161 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);
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1163 return 0; 1058 return 0;
1164 } 1059 }
1165 } 1060 }
1166 1061
1167 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1168 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) <
1169 (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]))
1170 { 1065 {
1171 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1172 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1067 op->failmsg ("You fumble the prayer.");
1173 if (settings.casting_time == TRUE) 1068
1174 {
1175 op->casting_time = -1;
1176 }
1177 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);
1178 return 0; 1070 return 0;
1179 } 1071 }
1180 else if (spell_ob->stats.sp) 1072 else if (spell_ob->stats.sp)
1181 { 1073 {
1182 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1074 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1183 1075
1184 if (failure < 0) 1076 if (failure < 0)
1185 { 1077 {
1186 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1078 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1187 if (settings.spell_failure_effects == TRUE) 1079 if (settings.spell_failure_effects == TRUE)
1188 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1080 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1189 op->contr->shoottype = (rangetype) old_shoottype; 1081
1190 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1082 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1191 return 0; 1083 return 0;
1192 } 1084 }
1193 } 1085 }
1194 } 1086 }
1195 } 1087 }
1196 1088
1197 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1089 int mflags = op->ms ().flags ();
1198 1090
1199 /* See if we can cast a spell here. If the caster and op are 1091 /* See if we can cast a spell here. If the caster and op are
1200 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1201 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1202 * doing. 1094 * doing.
1203 */ 1095 */
1204 1096
1205 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 :-)!
1206 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1207 new_draw_info (NDI_UNIQUE, 0, op, "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!");
1208 return 0; 1101 return 0;
1209 } 1102 }
1210 1103
1211 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1212 && (caster->type != POTION) 1105 && (caster->type != POTION)
1213 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1214 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1215 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1216 && (((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)))
1217 { 1110 {
1218 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1219 return 0; 1112 return 0;
1220 1113
1221 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1223 else 1116 else if (object *item = op->contr->ranged_ob)
1224 switch (op->contr->shoottype)
1225 { 1117 {
1226 case range_magic: 1118 if (item->type == SPELL)
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1228 break; 1120 else if (item->type == SCROLL)
1229 case range_misc: 1121 op->failmsg ("Something blocks the magic of your scroll.");
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1231 break;
1232 case range_golem:
1233 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1234 break;
1235 default:
1236 break;
1237 }
1238 return 0;
1239 }
1240
1241 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1242 {
1243 if (op->casting_time == -1)
1244 { /* begin the casting */
1245 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1246 op->spell = spell_ob;
1247 /* put the stringarg into the object struct so that when the
1248 * spell is actually cast, it knows about the stringarg.
1249 * necessary for the invoke command spells.
1250 */
1251 if (stringarg)
1252 {
1253 op->spellarg = strdup (stringarg);
1254 }
1255 else 1122 else
1256 op->spellarg = NULL; 1123 op->failmsg ("Something blocks the magic of your item.");
1257 return 0;
1258 }
1259 else if (op->casting_time != 0)
1260 {
1261 if (op->type == PLAYER)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1263 return 0;
1264 } 1124 }
1265 else 1125 else
1266 { /* casting_time == 0 */ 1126 op->failmsg ("Something blocks the spell!");
1267 op->casting_time = -1; 1127
1268 spell_ob = op->spell; 1128 return 0;
1269 stringarg = op->spellarg;
1270 }
1271 }
1272 else
1273 { 1129 }
1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1274 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1275 * 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
1276 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1277 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1278 * behalf (eg, altars, and whatever else) shouldn't cost 1138 * behalf (eg, altars, and whatever else) shouldn't cost
1279 * the player any time. 1139 * the player any time.
1280 * Ignore casting time for firewalls 1140 * Ignore casting time for firewalls
1141 */
1142 if (caster == op && caster->type != FIREWALL)
1143 {
1144 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1145 /* Other portions of the code may also decrement the speed of the player, so
1146 * put a lower limit so that the player isn't stuck here too long
1281 */ 1147 */
1282 if (caster == op && caster->type != FIREWALL)
1283 {
1284 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1285 /* Other portions of the code may also decrement the speed of the player, so
1286 * put a lower limit so that the player isn't stuck here too long
1287 */
1288 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)
1289 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;
1290 } 1150 }
1291 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)
1292 {
1293 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1294 }
1295 }
1296 1153
1297 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1298 { 1155 {
1299 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);
1300 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);
1305 * object requires. 1162 * object requires.
1306 */ 1163 */
1307 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1308 { 1165 {
1309 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1310 if (!skill) 1168 if (!skill)
1311 { 1169 {
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
1313 return 0; 1171 return 0;
1314 } 1172 }
1315 change_skill (op, skill, 0); /* needed for proper exp credit */
1316 } 1173 }
1174
1175 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
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;
1317 1184
1318 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1319 { 1186 {
1320 /* 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
1321 * in in spells.h. 1188 * in spells.h.
1322 */ 1189 */
1323 case SP_RAISE_DEAD: 1190 case SP_RAISE_DEAD:
1324 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1325 break; 1192 break;
1326 1193
1327 case SP_RUNE: 1194 case SP_RUNE:
1328 success = write_rune (op, caster, spell_ob, dir, stringarg); 1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1329 break; 1196 break;
1330 1197
1331 case SP_MAKE_MARK: 1198 case SP_MAKE_MARK:
1332 success = write_mark (op, spell_ob, stringarg); 1199 success = write_mark (op, spell_ob, spellparam);
1333 break; 1200 break;
1334 1201
1335 case SP_BOLT: 1202 case SP_BOLT:
1336 success = fire_bolt (op, caster, dir, spell_ob, skill); 1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1337 break; 1204 break;
1355 case SP_SMITE: 1222 case SP_SMITE:
1356 success = cast_smite_spell (op, caster, dir, spell_ob); 1223 success = cast_smite_spell (op, caster, dir, spell_ob);
1357 break; 1224 break;
1358 1225
1359 case SP_MAGIC_MISSILE: 1226 case SP_MAGIC_MISSILE:
1360 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1227 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1361 break; 1228 break;
1362 1229
1363 case SP_SUMMON_GOLEM: 1230 case SP_SUMMON_GOLEM:
1364 success = summon_golem (op, caster, dir, spell_ob); 1231 success = summon_golem (op, caster, dir, spell_ob);
1365 old_shoottype = range_golem;
1366 break; 1232 break;
1367 1233
1368 case SP_DIMENSION_DOOR: 1234 case SP_DIMENSION_DOOR:
1369 /* dimension door needs the actual caster, because that is what is 1235 /* dimension door needs the actual caster, because that is what is
1370 * moved. 1236 * moved.
1371 */ 1237 */
1372 success = dimension_door (op, caster, spell_ob, dir); 1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1373 break; 1239 break;
1374 1240
1375 case SP_MAGIC_MAPPING: 1241 case SP_MAGIC_MAPPING:
1376 if (op->type == PLAYER) 1242 if (op->type == PLAYER)
1377 { 1243 {
1410 case SP_HEALING: 1276 case SP_HEALING:
1411 success = cast_heal (op, caster, spell_ob, dir); 1277 success = cast_heal (op, caster, spell_ob, dir);
1412 break; 1278 break;
1413 1279
1414 case SP_CREATE_FOOD: 1280 case SP_CREATE_FOOD:
1415 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1416 break; 1282 break;
1417 1283
1418 case SP_EARTH_TO_DUST: 1284 case SP_EARTH_TO_DUST:
1419 success = cast_earth_to_dust (op, caster, spell_ob); 1285 success = cast_earth_to_dust (op, caster, spell_ob);
1420 break; 1286 break;
1430 case SP_CURSE: 1296 case SP_CURSE:
1431 success = cast_curse (op, caster, spell_ob, dir); 1297 success = cast_curse (op, caster, spell_ob, dir);
1432 break; 1298 break;
1433 1299
1434 case SP_SUMMON_MONSTER: 1300 case SP_SUMMON_MONSTER:
1435 success = summon_object (op, caster, spell_ob, dir, stringarg); 1301 success = summon_object (op, caster, spell_ob, dir, spellparam);
1436 break; 1302 break;
1437 1303
1438 case SP_CHARGING: 1304 case SP_CHARGING:
1439 success = recharge (op, caster, spell_ob); 1305 success = recharge (op, caster, spell_ob);
1440 break; 1306 break;
1443#ifdef NO_POLYMORPH 1309#ifdef NO_POLYMORPH
1444 /* Not great, but at least provide feedback so if players do have 1310 /* Not great, but at least provide feedback so if players do have
1445 * polymorph (ie, find it as a preset item or left over from before 1311 * polymorph (ie, find it as a preset item or left over from before
1446 * it was disabled), they get some feedback. 1312 * it was disabled), they get some feedback.
1447 */ 1313 */
1448 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1314 op->failmsg ("The spell fizzles!");
1449 success = 0; 1315 success = 0;
1450#else 1316#else
1451 success = cast_polymorph (op, caster, spell_ob, dir); 1317 success = cast_polymorph (op, caster, spell_ob, dir);
1452#endif 1318#endif
1453 break; 1319 break;
1473 break; 1339 break;
1474 1340
1475 case SP_MOVING_BALL: 1341 case SP_MOVING_BALL:
1476 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)
1477 { 1343 {
1478 new_draw_info_format (NDI_UNIQUE, 0, op, "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);
1479 success = 0; 1345 success = 0;
1480 } 1346 }
1481 else 1347 else
1482 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1483 break; 1349 break;
1484 1350
1485 case SP_SWARM: 1351 case SP_SWARM:
1486 success = fire_swarm (op, caster, spell_ob, dir); 1352 success = fire_swarm (op, caster, spell_ob, dir);
1487 break; 1353 break;
1494 /* in rune.c */ 1360 /* in rune.c */
1495 success = dispel_rune (op, caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1496 break; 1362 break;
1497 1363
1498 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1499 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1500 break; 1366 break;
1501 1367
1502 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1503 success = cast_consecrate (op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1504 break; 1370 break;
1505 1371
1506 case SP_ANIMATE_WEAPON: 1372 case SP_ANIMATE_WEAPON:
1507 success = animate_weapon (op, caster, spell_ob, dir); 1373 success = animate_weapon (op, caster, spell_ob, dir);
1508 old_shoottype = range_golem;
1509 break; 1374 break;
1510 1375
1511 case SP_LIGHT: 1376 case SP_LIGHT:
1512 success = cast_light (op, caster, spell_ob, dir); 1377 success = cast_light (op, caster, spell_ob, dir);
1513 break; 1378 break;
1526 1391
1527 case SP_AURA: 1392 case SP_AURA:
1528 success = create_aura (op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1529 break; 1394 break;
1530 1395
1531 case SP_TOWN_PORTAL:
1532 success = cast_create_town_portal (op, caster, spell_ob, dir);
1533 break;
1534
1535 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1536 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1537 break; 1398 break;
1538 1399
1539 default: 1400 default:
1540 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1541 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);
1542 }
1543
1544 /* FIXME - we need some better sound suppport */
1545 // yes, for example, augment map info with the spell effect
1546 // so clients can calculate the sounds themselves
1547 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1548
1549 /* free the spell arg */
1550 if (settings.casting_time == TRUE && stringarg)
1551 { 1402 }
1552 free (stringarg); 1403
1553 stringarg = NULL; 1404 // restore chosen_skill
1554 } 1405 op->chosen_skill = chosen_skill;
1555 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1406
1556 * to something like use_magic_item, but you really want to be able to fire 1407 op->play_sound (
1557 * it again. 1408 success
1558 */ 1409 ? spell_ob->sound
1559 if (op->contr) 1410 ? spell_ob->sound
1560 op->contr->shoottype = (rangetype) old_shoottype; 1411 : sound_find ("spell_success")
1412 : sound_find ("fumble_spell")
1413 );
1561 1414
1562 return success; 1415 return success;
1563} 1416}
1564 1417
1565
1566/* This is called from time.c/process_object(). That function 1418/* This is called from time.c/process_object(). That function
1567 * calls this for any SPELL_EFFECT type objects. This function 1419 * calls this for any SPELL_EFFECT type objects. This function
1568 * then dispatches them to the appropriate specific routines. 1420 * then dispatches them to the appropriate specific routines.
1569 */ 1421 */
1570void 1422void
1571move_spell_effect (object *op) 1423move_spell_effect (object *op)
1572{ 1424{
1612 move_aura (op); 1464 move_aura (op);
1613 break; 1465 break;
1614 } 1466 }
1615} 1467}
1616 1468
1617/* this checks to see if something special should happen if
1618 * something runs into the object.
1619 */
1620void
1621check_spell_effect (object *op)
1622{
1623 switch (op->subtype)
1624 {
1625 case SP_BOLT:
1626 move_bolt (op);
1627 return;
1628
1629 case SP_BULLET:
1630 check_bullet (op);
1631 return;
1632 }
1633}
1634
1635/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1636 * 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
1637 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1638 * objects of the appropraite type. 1472 * objects of the appropriate type.
1639 */ 1473 */
1640void 1474void
1641apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1642{ 1476{
1643 switch (spell->subtype) 1477 switch (spell->subtype)
1644 { 1478 {
1645 case SP_CONE: 1479 case SP_CONE:
1646 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1647 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1648 break; 1482 break;
1649 1483
1650 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1651 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1652 { 1486 {
1653 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1654
1655 if (!spell->destroyed ())
1656 spell->destroy (); 1488 spell->destroy ();
1657 } 1489 }
1658 break; 1490 break;
1659 1491
1660 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1661 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1662 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1663 else if (victim->material || victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1664 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1665 break; 1498 break;
1666 } 1499 }
1667} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines