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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.58 by root, Mon Aug 27 03:56:17 2007 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <object.h> 27#include <object.h>
33/* 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
34 * 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
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells (void)
137{
138 archetype *at;
139
140 for_all_archetypes (at)
141 {
142 if (at->type == SPELL)
143 {
144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
147 }
148}
149
150/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
151 * 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
152 */ 83 */
153void 84void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 86{
156 if (spob->other_arch) 87 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod.
165 *
166 * caster is person casting the spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int
171min_casting_level (object *caster, object *spell)
172{ 93{
173 int new_level; 94 // compute the attuned/repelled bonus
174 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
176 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
177
178 new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 99}
184 100
185/* This function returns the effective level the spell 101/* This function returns the effective level the spell
186 * is being cast at. 102 * is being cast at.
187 * Note that I changed the repelled/attuned bonus to 2 from 5.
188 * This is because the new code compares casting_level against
189 * min_caster_level, so the difference is effectively 4
190 */ 103 */
191int 104int
192caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
193{ 106{
194 int level = caster->level; 107 int level = caster->level;
195
196 /* If this is a player, try to find the matching skill */
197 if (caster->type == PLAYER && spell->skill)
198 for (int i = 0; i < NUM_SKILLS; i++)
199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 {
201 level = caster->contr->last_skill_ob[i]->level;
202 break;
203 }
204 108
205 /* 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. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 111 {
208 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);
209 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
210 114
211 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
212 } 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;
213 120
214 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 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);
217 128
218 /* 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
219 * errors in various places. 130 * errors in various places.
220 */ 131 */
221 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
222} 133}
223 134
224/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
230 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 142 * spell is the spell object.
232 * 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
233 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
234 */ 145 */
235
236sint16 146sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 148{
239 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
240 150
241 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
242 { 152 {
243 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
244 {
245 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));
246 }
247 else 155 else
248 sp = spell->stats.sp; 156 sp = spell->stats.sp;
249 157
250 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
251 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
252 sp = 1; 160 sp = 1;
253 161
254 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
255 {
256 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));
257 }
258 else 164 else
259 grace = spell->stats.grace; 165 grace = spell->stats.grace;
260 166
261 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
262 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
263 grace = 1; 169 grace = 1;
264 } 170 }
265 else 171 else
266 { 172 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
269 sp = 1; 175 sp = 1;
176
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
272 grace = 1; 179 grace = 1;
273 } 180 }
181
274 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 183 return max (sp, grace);
276 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
277 return grace; 185 return grace;
278 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
279 return sp; 187 return sp;
280 else 188 else
282 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);
283 return 0; 191 return 0;
284 } 192 }
285} 193}
286 194
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}
287 205
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
290 */ 208 */
291int 209int
292SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
293{ 211{
294 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob);
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 216}
305 217
306/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
309 */ 221 */
310int 222int
311SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
312{ 224{
313 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob);
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 229}
325 230
326/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
329 */ 234 */
330int 235int
331SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
332{ 237{
333 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob);
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier) 238 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 242}
345 243
346/* 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
347 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
348 * 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.
349 */ 247 */
350object * 248object *
351check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
352{ 250{
353 object *spop; 251 object *spop;
354 252
355 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
357 return spop; 255 return spop;
358 256
359 return NULL; 257 return 0;
360} 258}
361
362 259
363/* 260/*
364 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 266 * exact match, we also return NULL.
370 */ 267 */
371
372object * 268object *
373lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
374{ 270{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
376 int nummatch = 0; 272 int nummatch = 0;
377 273
378 if (spname == NULL) 274 if (!spname)
379 return NULL; 275 return 0;
380 276
381 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
382 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
383 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
384 */ 280 */
385 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
386 { 282 {
387 if (spob->type == SPELL) 283 if (spob->type == SPELL)
388 { 284 {
285 // TODO: WTF?
389 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
390 { 287 {
391 nummatch++; 288 nummatch++;
392 spob1 = spob; 289 spob1 = spob;
393 } 290 }
398 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
399 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
400 */ 297 */
401 if (spob2) 298 if (spob2)
402 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
403 spob2 = spob; 301 spob2 = spob;
404 } 302 }
405 } 303 }
406 } 304 }
407 /* 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
408 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
409 */ 307 */
410 if (spob2) 308 if (spob2)
411 return spob2; 309 return spob2;
310
412 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
413 return spob1; 312 return spob1;
313
414 return NULL; 314 return NULL;
415} 315}
416 316
417/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
418 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
422 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
423 */ 323 */
424int 324int
425reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
426{ 326{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 328 return 0;
329
431 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)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 334 return 1;
436 335
437 return 0; 336 return 0;
438} 337}
457 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.");
458 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.");
459 dir = 0; 358 dir = 0;
460 } 359 }
461 360
462 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
463 op->map->insert (new_op, 362 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 364 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
467 366
468 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;
469} 386}
470 387
471/* 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.
472 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
473 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
474 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
475 * 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
476 * 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.
477 *
478 */ 394 */
479int 395int
480ok_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)
481{ 397{
482 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
483 return 0; 399 return 0;
484 400
485 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
486 403
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 405 return 0;
489 406
407 int max_effects = 5; // max. number of similar spells per mapspace
408
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
491 { 410 {
492 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
493 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
494 * 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
495 * 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
497 * 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
498 * 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
499 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
500 */ 419 */
501 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
502 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
503 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
505 && (tmp->type != BOW) 424 && (tmp->type != BOW)
506 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
509 // we special case floor here because there 428 // we special case floor here because there
510 // are sometimes spell effect floors 429 // are sometimes spell effect floors
511 // which are used to inflict damage 430 // which are used to inflict damage
512 // (and those shouldn't go away from 431 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
515 return 0; 434 return 0;
516 435
517 /* This is to prevent 'out of control' spells. Basically, this
518 * limits one spell effect per space per spell. This is definately
519 * needed for performance reasons, and just for playability I believe.
520 * there are no such things as multispaced spells right now, so
521 * we don't need to worry about the head.
522 */
523 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
524 return 0;
525
526 /*
527 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons.
530 */
531 if (tmp->arch == op->arch
532 && tmp->type == op->type 436 if (tmp->type == op->type)
533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 437 {
537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
538 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
539 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)
540 return 0; 470 return 0;
541 } 471 }
542 472
543 /* 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
544 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
545 */ 475 */
557 * dir: direction to fire in. 487 * dir: direction to fire in.
558 * 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
559 * to fire. 489 * to fire.
560 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
561 */ 491 */
562
563int 492int
564fire_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)
565{ 494{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
571 return 0; 496 return 0;
572 497
573 m = op->map; 498 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 499
580 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 501 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 502
592 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);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* 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 */
595 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 509 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 510 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
607 513
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
612 return 0; 517 return 0;
613 } 518
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
615 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
616 521
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 523 move_spell_effect (tmp);
619 524
620 return 1; 525 return 1;
621} 526}
622 527
627 ****************************************************************************/ 532 ****************************************************************************/
628void 533void
629regenerate_rod (object *rod) 534regenerate_rod (object *rod)
630{ 535{
631 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
632 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);
633} 538}
634 539
635void 540void
636drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
637{ 542{
657 { 562 {
658 tmp = op->owner; 563 tmp = op->owner;
659 /* 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
660 * to the caster. 565 * to the caster.
661 */ 566 */
662 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
663 tmp = op; 568 tmp = op;
664 } 569 }
665 else 570 else
666 { 571 {
667 maptile *m = op->map; 572 maptile *m = op->map;
677 if (!tmp) 582 if (!tmp)
678 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
679 584
680 return tmp; 585 return tmp;
681} 586}
682
683
684 587
685/* raytrace: 588/* raytrace:
686 * 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
687 * 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
688 * live objects. 591 * live objects.
691 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
692 * 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
693 * any, otherwise -1. 596 * any, otherwise -1.
694 * 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.
695 */ 598 */
696
697int 599int
698spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
699{ 601{
700 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
701 sint16 nx, ny; 603 sint16 nx, ny;
718 continue; 620 continue;
719 621
720 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
721 623
722 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
723 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
724 (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))))
725 tmp = tmp->above; 627 tmp = tmp->above;
726 628
727 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
728 return freedir[i]; 630 return freedir[i];
732 634
733/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
734 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
735 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
736 */ 638 */
737void 639static void
738put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
739{ 641{
740 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
741 archetype *at; 643 archetype *at;
742 int dir; 644 int dir;
757 * insert multipart monsters properly 659 * insert multipart monsters properly
758 */ 660 */
759 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
760 while (at != NULL) 662 while (at != NULL)
761 { 663 {
762 tmp = arch_to_object (at); 664 tmp = at->instance ();
763 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
764 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
765 tmp->map = op->map; 667 tmp->map = op->map;
766 if (head) 668 if (head)
767 { 669 {
781 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
782 684
783 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
784 686
785 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
786 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);
787 } 689 }
788} 690}
789 691
790/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
791 * places them in nearby squares. 693 * places them in nearby squares.
798 * 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
799 * 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
800 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
801 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
802 */ 704 */
803
804int 705int
805summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
806{ 707{
807 int i; 708 int i;
808 709
873 { 774 {
874 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
875 } 776 }
876} 777}
877 778
878
879/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
880 * at casting a prayer. 780 * at casting a prayer.
881 * op is the player. 781 * op is the player.
882 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
883 * 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.
884 */ 784 */
885 785
886void 786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
887prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
888{ 790{
889 const char *godname; 791 const char *godname;
890 object *tmp; 792 object *tmp;
891 793
892 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
893 godname = "Your spirit"; 795 godname = "Your spirit";
894 796
895 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
896 { 798 {
897 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);
898 tmp = get_archetype (SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
899 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
900 tmp->destroy (); 802 tmp->destroy ();
901 } 803 }
902 804
903 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
904 { 806 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
906 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
907 } 809 }
908 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
909 { 811 {
910 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
911 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
912 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
913 } 816 }
914 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
915 { 818 {
916 tmp = get_archetype (GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
917 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
918 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
919 } 822 }
920} 823}
921 824
922/* 825/*
936 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
937 return; 840 return;
938 841
939 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
940 { 843 {
941 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
942 tmp = get_archetype (SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
943 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
944 tmp->destroy (); 847 tmp->destroy ();
945 } 848 }
946 849
947 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
948 { 851 {
949 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!");
950 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
951 } 854 }
952 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
953 { 856 {
954 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
955 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
956 } 859 }
957 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
958 { 861 {
959 object *tmp; 862 object *tmp;
960 863
961 /* 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 */
962 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)
963 { 866 {
964 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!");
965 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
966 869
967 } 870 }
968 else 871 else
969 { 872 {
970 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!");
971 tmp = get_archetype (LOOSE_MANA); 874 tmp = archetype::get (LOOSE_MANA);
972 tmp->level = skill->level; 875 tmp->level = skill->level;
973 876
974 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
975 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
976 879
984 tmp->insert_at (op); 887 tmp->insert_at (op);
985 } 888 }
986 } 889 }
987} 890}
988 891
989int 892static int
990cast_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)
991{ 894{
992 int success;
993 object *spell;
994
995 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
996 { 896 {
997 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
998 return 0; 898 return 0;
999 } 899 }
1000 900
1001 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = spell_ob->other_arch->instance ();
1002 902
1003 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1004 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1005 905
1006 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1007 { 907 {
1008 spell->remove (); 908 spell->remove ();
1009 return success; 909 return success;
1010 } 910 }
1011 911
1012 for_all_players (pl) 912 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1014 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1015 917
1016 spell->remove (); 918 spell->remove ();
1017 return success; 919 return success;
1018} 920}
1019 921
1025 * same as op. 927 * same as op.
1026 * 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
1027 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1028 * 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,
1029 * we can determine what to do. 931 * we can determine what to do.
1030 * 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
1031 * 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
1032 * 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,
1033 * etc. 935 * etc.
1034 * 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
1035 * 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
1043 * 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),
1044 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1045 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1046 */ 948 */
1047int 949int
1048cast_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)
1049{ 951{
1050 const char *godname; 952 const char *godname;
1051 int success = 0, mflags, cast_level = 0; 953 int success = 0;
1052 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
1053 958
1054 if (!spell_ob) 959 if (!spell_ob)
1055 { 960 {
1056 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
1057 return 0; 962 return 0;
1068 } 973 }
1069 974
1070 /* 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
1071 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
1072 */ 977 */
1073 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])
1074 { 979 {
1075 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
1076 return 0; 981 return 0;
1077 } 982 }
983
984 object *skill = 0;
1078 985
1079 /* 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
1080 * (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
1081 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
1082 * 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
1083 * should take care of that. 990 * should take care of that.
1084 * 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
1085 * 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
1086 * at least process that code. 993 * at least process that code.
1087 */ 994 */
1088 if (op->type == PLAYER && op == caster) 995 if (op->type == PLAYER && op == caster)
1089 { 996 {
1090 cast_level = caster_level (caster, spell_ob);
1091
1092 if (spell_ob->skill) 997 if (spell_ob->skill)
1093 { 998 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
1095 1000
1096 if (!skill) 1001 if (!skill)
1097 { 1002 {
1098 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);
1099 return 0; 1007 return 0;
1100 } 1008 }
1101 1009
1102 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1010 const char *msg = "";
1011
1012 int caster_level = skill->level;
1013
1014 if (op->path_attuned & spell_ob->path_attuned)
1103 { 1015 {
1104 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 ())
1105 return 0; 1032 return 0;
1106 } 1033 }
1107 } 1034 }
1108 1035
1109 /* 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
1110 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1111 */ 1038 */
1112 if (!QUERY_FLAG (op, FLAG_WIZ)) 1039 if (!op->flag [FLAG_WIZCAST])
1113 { 1040 {
1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1115 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)
1116 { 1043 {
1117 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1044 op->failmsg ("You don't have enough mana!");
1118 return 0; 1045 return 0;
1119 } 1046 }
1120 1047
1121 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1048 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1122 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)
1123 { 1050 {
1124 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 -
1125 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)
1126 {
1127 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));
1128 }
1129 else 1054 else
1130 { 1055 {
1131 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);
1132 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1133 return 0; 1058 return 0;
1134 } 1059 }
1135 } 1060 }
1136 1061
1137 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1138 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) <
1139 (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]))
1140 { 1065 {
1141 op->contr->play_sound (sound_find ("fumble_spell")); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1142 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1067 op->failmsg ("You fumble the prayer.");
1143 1068
1144 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);
1145 return 0; 1070 return 0;
1146 } 1071 }
1147 else if (spell_ob->stats.sp) 1072 else if (spell_ob->stats.sp)
1148 { 1073 {
1149 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;
1150 1075
1151 if (failure < 0) 1076 if (failure < 0)
1152 { 1077 {
1153 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.");
1154 if (settings.spell_failure_effects == TRUE) 1079 if (settings.spell_failure_effects == TRUE)
1155 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);
1156 1081
1157 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);
1158 return 0; 1083 return 0;
1159 } 1084 }
1160 } 1085 }
1161 } 1086 }
1162 } 1087 }
1163 1088
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1089 int mflags = op->ms ().flags ();
1165 1090
1166 /* 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
1167 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1169 * doing. 1094 * doing.
1170 */ 1095 */
1171 1096
1172 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 :-)!
1173 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1174 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!");
1175 return 0; 1101 return 0;
1176 } 1102 }
1177 1103
1178 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1105 && (caster->type != POTION)
1180 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1181 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1182 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1183 && (((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)))
1184 { 1110 {
1185 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1186 return 0; 1112 return 0;
1187 1113
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1190 else if (object *item = op->contr->ranged_ob) 1116 else if (object *item = op->contr->ranged_ob)
1191 { 1117 {
1192 if (item->type == SPELL) 1118 if (item->type == SPELL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1194 else if (item->type == SCROLL) 1120 else if (item->type == SCROLL)
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1121 op->failmsg ("Something blocks the magic of your scroll.");
1196 else 1122 else
1197 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1123 op->failmsg ("Something blocks the magic of your item.");
1198 } 1124 }
1199 else 1125 else
1200 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1126 op->failmsg ("Something blocks the spell!");
1201 1127
1202 return 0; 1128 return 0;
1203 } 1129 }
1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1204 1133
1205 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1206 * 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
1207 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1208 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1210 * the player any time. 1139 * the player any time.
1211 * Ignore casting time for firewalls 1140 * Ignore casting time for firewalls
1212 */ 1141 */
1213 if (caster == op && caster->type != FIREWALL) 1142 if (caster == op && caster->type != FIREWALL)
1214 { 1143 {
1215 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;
1216 /* 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
1217 * 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
1218 */ 1147 */
1219 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)
1220 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;
1221 } 1150 }
1222 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)
1223 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1224 1153
1225 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1226 { 1155 {
1227 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);
1228 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);
1230 1159
1231 /* We want to try to find the skill to properly credit exp. 1160 /* We want to try to find the skill to properly credit exp.
1232 * for spell casting objects, the exp goes to the skill the casting 1161 * for spell casting objects, the exp goes to the skill the casting
1233 * object requires. 1162 * object requires.
1234 */ 1163 */
1235 fprintf (stderr, "op %p caster %p skill %p cs %s\n", (long)op, (long)caster,(long) skill, &caster->skill);//D
1236 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1237 { 1165 {
1238 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1239 if (!skill) 1168 if (!skill)
1240 { 1169 {
1241 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));
1242 return 0; 1171 return 0;
1243 } 1172 }
1244
1245 op->change_skill (skill); /* needed for proper exp credit */
1246 } 1173 }
1247 1174
1248 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1175 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1249 return RESULT_INT (0); 1176 return RESULT_INT (0);
1250 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;
1184
1251 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1252 { 1186 {
1253 /* 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
1254 * in in spells.h. 1188 * in spells.h.
1255 */ 1189 */
1256 case SP_RAISE_DEAD: 1190 case SP_RAISE_DEAD:
1257 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1258 break; 1192 break;
1259 1193
1260 case SP_RUNE: 1194 case SP_RUNE:
1261 success = write_rune (op, caster, spell_ob, dir, stringarg); 1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1262 break; 1196 break;
1263 1197
1264 case SP_MAKE_MARK: 1198 case SP_MAKE_MARK:
1265 success = write_mark (op, spell_ob, stringarg); 1199 success = write_mark (op, spell_ob, spellparam);
1266 break; 1200 break;
1267 1201
1268 case SP_BOLT: 1202 case SP_BOLT:
1269 success = fire_bolt (op, caster, dir, spell_ob, skill); 1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1270 break; 1204 break;
1288 case SP_SMITE: 1222 case SP_SMITE:
1289 success = cast_smite_spell (op, caster, dir, spell_ob); 1223 success = cast_smite_spell (op, caster, dir, spell_ob);
1290 break; 1224 break;
1291 1225
1292 case SP_MAGIC_MISSILE: 1226 case SP_MAGIC_MISSILE:
1293 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);
1294 break; 1228 break;
1295 1229
1296 case SP_SUMMON_GOLEM: 1230 case SP_SUMMON_GOLEM:
1297 success = summon_golem (op, caster, dir, spell_ob); 1231 success = summon_golem (op, caster, dir, spell_ob);
1298 break; 1232 break;
1299 1233
1300 case SP_DIMENSION_DOOR: 1234 case SP_DIMENSION_DOOR:
1301 /* dimension door needs the actual caster, because that is what is 1235 /* dimension door needs the actual caster, because that is what is
1302 * moved. 1236 * moved.
1303 */ 1237 */
1304 success = dimension_door (op, caster, spell_ob, dir); 1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1305 break; 1239 break;
1306 1240
1307 case SP_MAGIC_MAPPING: 1241 case SP_MAGIC_MAPPING:
1308 if (op->type == PLAYER) 1242 if (op->type == PLAYER)
1309 { 1243 {
1342 case SP_HEALING: 1276 case SP_HEALING:
1343 success = cast_heal (op, caster, spell_ob, dir); 1277 success = cast_heal (op, caster, spell_ob, dir);
1344 break; 1278 break;
1345 1279
1346 case SP_CREATE_FOOD: 1280 case SP_CREATE_FOOD:
1347 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1348 break; 1282 break;
1349 1283
1350 case SP_EARTH_TO_DUST: 1284 case SP_EARTH_TO_DUST:
1351 success = cast_earth_to_dust (op, caster, spell_ob); 1285 success = cast_earth_to_dust (op, caster, spell_ob);
1352 break; 1286 break;
1362 case SP_CURSE: 1296 case SP_CURSE:
1363 success = cast_curse (op, caster, spell_ob, dir); 1297 success = cast_curse (op, caster, spell_ob, dir);
1364 break; 1298 break;
1365 1299
1366 case SP_SUMMON_MONSTER: 1300 case SP_SUMMON_MONSTER:
1367 success = summon_object (op, caster, spell_ob, dir, stringarg); 1301 success = summon_object (op, caster, spell_ob, dir, spellparam);
1368 break; 1302 break;
1369 1303
1370 case SP_CHARGING: 1304 case SP_CHARGING:
1371 success = recharge (op, caster, spell_ob); 1305 success = recharge (op, caster, spell_ob);
1372 break; 1306 break;
1375#ifdef NO_POLYMORPH 1309#ifdef NO_POLYMORPH
1376 /* 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
1377 * 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
1378 * it was disabled), they get some feedback. 1312 * it was disabled), they get some feedback.
1379 */ 1313 */
1380 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1314 op->failmsg ("The spell fizzles!");
1381 success = 0; 1315 success = 0;
1382#else 1316#else
1383 success = cast_polymorph (op, caster, spell_ob, dir); 1317 success = cast_polymorph (op, caster, spell_ob, dir);
1384#endif 1318#endif
1385 break; 1319 break;
1405 break; 1339 break;
1406 1340
1407 case SP_MOVING_BALL: 1341 case SP_MOVING_BALL:
1408 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)
1409 { 1343 {
1410 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);
1411 success = 0; 1345 success = 0;
1412 } 1346 }
1413 else 1347 else
1414 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);
1415 break; 1349 break;
1416 1350
1417 case SP_SWARM: 1351 case SP_SWARM:
1418 success = fire_swarm (op, caster, spell_ob, dir); 1352 success = fire_swarm (op, caster, spell_ob, dir);
1419 break; 1353 break;
1426 /* in rune.c */ 1360 /* in rune.c */
1427 success = dispel_rune (op, caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1428 break; 1362 break;
1429 1363
1430 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1431 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1432 break; 1366 break;
1433 1367
1434 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1435 success = cast_consecrate (op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1436 break; 1370 break;
1458 case SP_AURA: 1392 case SP_AURA:
1459 success = create_aura (op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1460 break; 1394 break;
1461 1395
1462 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1463 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1464 break; 1398 break;
1465 1399
1466 default: 1400 default:
1467 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);
1468 } 1402 }
1469 1403
1470 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell")); 1404 // restore chosen_skill
1405 op->chosen_skill = chosen_skill;
1406
1407 op->play_sound (
1408 success
1409 ? spell_ob->sound
1410 ? spell_ob->sound
1411 : sound_find ("spell_success")
1412 : sound_find ("fumble_spell")
1413 );
1471 1414
1472 return success; 1415 return success;
1473} 1416}
1474 1417
1475
1476/* This is called from time.c/process_object(). That function 1418/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1419 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1420 * then dispatches them to the appropriate specific routines.
1479 */ 1421 */
1480void 1422void
1481move_spell_effect (object *op) 1423move_spell_effect (object *op)
1482{ 1424{
1522 move_aura (op); 1464 move_aura (op);
1523 break; 1465 break;
1524 } 1466 }
1525} 1467}
1526 1468
1527/* this checks to see if something special should happen if
1528 * something runs into the object.
1529 */
1530void
1531check_spell_effect (object *op)
1532{
1533 switch (op->subtype)
1534 {
1535 case SP_BOLT:
1536 move_bolt (op);
1537 return;
1538
1539 case SP_BULLET:
1540 check_bullet (op);
1541 return;
1542 }
1543}
1544
1545/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1546 * 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
1547 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1472 * objects of the appropriate type.
1549 */ 1473 */
1550void 1474void
1551apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1552{ 1476{
1553 switch (spell->subtype) 1477 switch (spell->subtype)
1554 { 1478 {
1555 case SP_CONE: 1479 case SP_CONE:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1558 break; 1482 break;
1559 1483
1560 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1562 { 1486 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1488 spell->destroy ();
1567 } 1489 }
1568 break; 1490 break;
1569 1491
1570 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1574 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1575 break; 1498 break;
1576 } 1499 }
1577} 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}

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