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 1.79 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.122 by root, Sat Dec 31 06:18:02 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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>
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 42
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 46
46 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
47 if (!k) 48 if (!k)
48 return NULL; 49 return NULL;
49 50
50 s = RANDOM () % k; 51 s = rndm (k);
51 52
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 55 if (!s)
55 return tmp; 56 return tmp;
82 */ 83 */
83void 84void
84spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85{ 86{
86 if (spob->other_arch) 87 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
88} 89}
89 90
90/* 91static int
91 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
92 * effective level the caster needs to be to cast the spell.
93 * basically, it just adjusts the spell->level with attuned/repelled
94 * spellpaths. Was called path_level_mod.
95 *
96 * caster is person casting the spell.
97 * spell is the spell object.
98 * Returns modified level.
99 */
100int
101min_casting_level (object *caster, object *spell)
102{ 93{
103 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
104 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
105 96 // repell has no such quarrels
106 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
109
110 return max (1, new_level);
111} 99}
112 100
113/* This function returns the effective level the spell 101/* This function returns the effective level the spell
114 * is being cast at. 102 * is being cast at.
115 */ 103 */
128 } 116 }
129 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
130 if (object *skill = caster->contr->find_skill (spell->skill)) 118 if (object *skill = caster->contr->find_skill (spell->skill))
131 level = skill->level; 119 level = skill->level;
132 120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
133 // now scale the effective level from the startinglevel..100 range to 1..100 125 // now scale the effective level from the startinglevel..100 range to 1..100
134 if (level < 100) 126 if (level < 100)
135 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
136 128
137 /* Got valid caster level. Now adjust for attunement */
138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
143 if (caster->path_repelled & spell->path_attuned)
144 level -= ATTUNE_REPELL;
145
146 /* 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
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
166 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
167 150
168 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
169 { 152 {
170 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
171 {
172 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));
173 }
174 else 155 else
175 sp = spell->stats.sp; 156 sp = spell->stats.sp;
176 157
177 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
178 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
179 sp = 1; 160 sp = 1;
180 161
181 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
182 {
183 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));
184 }
185 else 164 else
186 grace = spell->stats.grace; 165 grace = spell->stats.grace;
187 166
188 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
189 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
190 grace = 1; 169 grace = 1;
191 } 170 }
192 else 171 else
193 { 172 {
199 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
200 grace = 1; 179 grace = 1;
201 } 180 }
202 181
203 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
204 return MAX (sp, grace); 183 return max (sp, grace);
205 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
206 return grace; 185 return grace;
207 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
208 return sp; 187 return sp;
209 else 188 else
265/* 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
266 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
267 * 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.
268 */ 247 */
269object * 248object *
270check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
271{ 250{
272 object *spop; 251 object *spop;
273 shstr_cmp name_ (name);
274 252
275 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
276 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
277 return spop; 255 return spop;
278 256
279 return 0; 257 return 0;
280} 258}
281
282 259
283/* 260/*
284 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
285 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
286 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
287 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
288 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
289 * exact match, we also return NULL. 266 * exact match, we also return NULL.
290 */ 267 */
291
292object * 268object *
293lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
294{ 270{
295 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
296 int nummatch = 0; 272 int nummatch = 0;
297 273
298 if (spname == NULL) 274 if (!spname)
299 return NULL; 275 return 0;
300 276
301 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
302 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
303 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
304 */ 280 */
305 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
306 { 282 {
307 if (spob->type == SPELL) 283 if (spob->type == SPELL)
308 { 284 {
285 // TODO: WTF?
309 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
310 { 287 {
311 nummatch++; 288 nummatch++;
312 spob1 = spob; 289 spob1 = spob;
313 } 290 }
318 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
319 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
320 */ 297 */
321 if (spob2) 298 if (spob2)
322 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
323 spob2 = spob; 301 spob2 = spob;
324 } 302 }
325 } 303 }
326 } 304 }
327 /* 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
328 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
329 */ 307 */
330 if (spob2) 308 if (spob2)
331 return spob2; 309 return spob2;
310
332 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
333 return spob1; 312 return spob1;
313
334 return NULL; 314 return NULL;
335} 315}
336 316
337/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
338 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
346{ 326{
347 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
348 return 0; 328 return 0;
349 329
350 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
351 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
352 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
353 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
354 return 1; 334 return 1;
355 335
356 return 0; 336 return 0;
357} 337}
376 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.");
377 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.");
378 dir = 0; 358 dir = 0;
379 } 359 }
380 360
381 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
382 op->map->insert (new_op, 362 op->map->insert (new_op,
383 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
384 op, 364 op,
385 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
386 366
387 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;
388} 386}
389 387
390/* 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.
391 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
392 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
393 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
394 * 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
395 * 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.
396 *
397 */ 394 */
398int 395int
399ok_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)
400{ 397{
401 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
405 ms.update (); 402 ms.update ();
406 403
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 return 0; 405 return 0;
409 406
407 int max_effects = 5; // max. number of similar spells per mapspace
408
410 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
411 { 410 {
412 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
413 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
414 * 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
415 * 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
417 * 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
418 * 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
419 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
420 */ 419 */
421 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
422 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
423 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
424 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
425 && (tmp->type != BOW) 424 && (tmp->type != BOW)
426 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
427 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
428 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
429 // we special case floor here because there 428 // we special case floor here because there
430 // are sometimes spell effect floors 429 // are sometimes spell effect floors
431 // which are used to inflict damage 430 // which are used to inflict damage
432 // (and those shouldn't go away from 431 // (and those shouldn't go away from
433 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
434 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
435 return 0; 434 return 0;
436 435
437 /* This is to prevent 'out of control' spells. Basically, this
438 * limits one spell effect per space per spell. This is definately
439 * needed for performance reasons, and just for playability I believe.
440 * there are no such things as multispaced spells right now, so
441 * we don't need to worry about the head.
442 */
443 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
444 return 0;
445
446 /*
447 * Combine similar spell effects into one spell effect. Needed for
448 * performance reasons with meteor swarm and the like, but also for
449 * playability reasons.
450 */
451 if (tmp->arch == op->arch /* no harm if not comparing by name here */
452 && tmp->type == op->type 436 if (tmp->type == op->type)
453 && tmp->subtype == op->subtype
454 && tmp->owner == op->owner
455 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 { 437 {
457 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
458 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
459 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)
460 return 0; 470 return 0;
461 } 471 }
462 472
463 /* 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
464 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
465 */ 475 */
504 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
505 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
506 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
507 return 0; 517 return 0;
508 518
509 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
510 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
511 521
512 if ((tmp = op->map->insert (tmp, x, y, op))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
513 move_spell_effect (tmp); 523 move_spell_effect (tmp);
514 524
522 ****************************************************************************/ 532 ****************************************************************************/
523void 533void
524regenerate_rod (object *rod) 534regenerate_rod (object *rod)
525{ 535{
526 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
527 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);
528} 538}
529 539
530void 540void
531drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
532{ 542{
552 { 562 {
553 tmp = op->owner; 563 tmp = op->owner;
554 /* 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
555 * to the caster. 565 * to the caster.
556 */ 566 */
557 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
558 tmp = op; 568 tmp = op;
559 } 569 }
560 else 570 else
561 { 571 {
562 maptile *m = op->map; 572 maptile *m = op->map;
610 continue; 620 continue;
611 621
612 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
613 623
614 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
615 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
616 (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))))
617 tmp = tmp->above; 627 tmp = tmp->above;
618 628
619 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
620 return freedir[i]; 630 return freedir[i];
624 634
625/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
626 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
627 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
628 */ 638 */
629void 639static void
630put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
631{ 641{
632 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
633 archetype *at; 643 archetype *at;
634 int dir; 644 int dir;
649 * insert multipart monsters properly 659 * insert multipart monsters properly
650 */ 660 */
651 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
652 while (at != NULL) 662 while (at != NULL)
653 { 663 {
654 tmp = arch_to_object (at); 664 tmp = at->instance ();
655 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
656 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
657 tmp->map = op->map; 667 tmp->map = op->map;
658 if (head) 668 if (head)
659 { 669 {
690 * 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
691 * 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
692 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
693 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
694 */ 704 */
695
696int 705int
697summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
698{ 707{
699 int i; 708 int i;
700 709
765 { 774 {
766 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
767 } 776 }
768} 777}
769 778
770
771/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
772 * at casting a prayer. 780 * at casting a prayer.
773 * op is the player. 781 * op is the player.
774 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
775 * 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.
776 */ 784 */
777 785
778void 786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
779prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
780{ 790{
781 const char *godname; 791 const char *godname;
782 object *tmp; 792 object *tmp;
783 793
784 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
785 godname = "Your spirit"; 795 godname = "Your spirit";
786 796
787 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
788 { 798 {
789 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);
790 tmp = get_archetype (SPELL_WONDER); 800 tmp = archetype::get (SPELL_WONDER);
791 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
792 tmp->destroy (); 802 tmp->destroy ();
793 } 803 }
794 804
795 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
796 { 806 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
798 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
799 } 809 }
800 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
801 { 811 {
802 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
803 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
804 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
805 } 816 }
806 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
807 { 818 {
808 tmp = get_archetype (GOD_POWER); 819 tmp = archetype::get (GOD_POWER);
809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
810 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
811 } 822 }
812} 823}
813 824
814/* 825/*
828 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
829 return; 840 return;
830 841
831 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
832 { 843 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
834 tmp = get_archetype (SPELL_WONDER); 845 tmp = archetype::get (SPELL_WONDER);
835 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
836 tmp->destroy (); 847 tmp->destroy ();
837 } 848 }
838 849
839 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
840 { 851 {
841 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!");
842 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
843 } 854 }
844 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
845 { 856 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
847 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
848 } 859 }
849 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
850 { 861 {
851 object *tmp; 862 object *tmp;
852 863
853 /* 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 */
854 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)
855 { 866 {
856 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!");
857 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
858 869
859 } 870 }
860 else 871 else
861 { 872 {
862 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!");
863 tmp = get_archetype (LOOSE_MANA); 874 tmp = archetype::get (LOOSE_MANA);
864 tmp->level = skill->level; 875 tmp->level = skill->level;
865 876
866 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
867 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
868 879
876 tmp->insert_at (op); 887 tmp->insert_at (op);
877 } 888 }
878 } 889 }
879} 890}
880 891
881int 892static int
882cast_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)
883{ 894{
884 int success;
885 object *spell;
886
887 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
888 { 896 {
889 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
890 return 0; 898 return 0;
891 } 899 }
892 900
893 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = spell_ob->other_arch->instance ();
894 902
895 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
896 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
897 905
898 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
899 { 907 {
900 spell->remove (); 908 spell->remove ();
901 return success; 909 return success;
902 } 910 }
903 911
904 for_all_players (pl) 912 for_all_players (pl)
905 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)
906 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
907 917
908 spell->remove (); 918 spell->remove ();
909 return success; 919 return success;
910} 920}
911 921
917 * same as op. 927 * same as op.
918 * 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
919 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
920 * 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,
921 * we can determine what to do. 931 * we can determine what to do.
922 * 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
923 * 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
924 * 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,
925 * etc. 935 * etc.
926 * 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
927 * 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
935 * 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),
936 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
937 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
938 */ 948 */
939int 949int
940cast_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)
941{ 951{
942 const char *godname; 952 const char *godname;
943 int success = 0, cast_level = 0; 953 int success = 0;
944 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
945 958
946 if (!spell_ob) 959 if (!spell_ob)
947 { 960 {
948 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
949 return 0; 962 return 0;
960 } 973 }
961 974
962 /* 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
963 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
964 */ 977 */
965 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])
966 { 979 {
967 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
968 return 0; 981 return 0;
969 } 982 }
983
984 object *skill = 0;
970 985
971 /* 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
972 * (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
973 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
974 * 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
975 * should take care of that. 990 * should take care of that.
976 * 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
977 * 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
978 * at least process that code. 993 * at least process that code.
979 */ 994 */
983 { 998 {
984 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
985 1000
986 if (!skill) 1001 if (!skill)
987 { 1002 {
988 op->failmsg (format ("You need the skill %s to cast %s! " 1003 op->failmsgf ("You need the %s skill to cast %s! "
989 "H<You either need to learn the skill via a skill scroll " 1004 "H<You either need to learn the skill via a skill scroll "
990 "or you need to wear a talisman or holy symbol.>", 1005 "or you need to wear a talisman, holy symbol or another skill tool.>",
991 &spell_ob->skill, &spell_ob->name)); 1006 &spell_ob->skill, &spell_ob->name);
992 return 0; 1007 return 0;
993 } 1008 }
994 1009
995 const char *msg = ""; 1010 const char *msg = "";
996 1011
997 int caster_level = skill->level; 1012 int caster_level = skill->level;
998 1013
999 if (op->path_attuned & spell_ob->path_attuned) 1014 if (op->path_attuned & spell_ob->path_attuned)
1000 { 1015 {
1001 caster_level += ATTUNE_REPELL; 1016 caster_level += min (caster_level, ATTUNE_REPELL);
1002 msg = " (attuned)"; 1017 msg = " (attuned)";
1003 } 1018 }
1004 1019
1005 if (op->path_repelled & spell_ob->path_attuned) 1020 if (op->path_repelled & spell_ob->path_attuned)
1006 { 1021 {
1007 caster_level = ATTUNE_REPELL; // negative is ok 1022 caster_level -= ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)"; 1023 msg = " (repelled)";
1009 } 1024 }
1010 1025
1011 int casting_level = min_casting_level (op, spell_ob);
1012
1013 if (casting_level > caster_level) 1026 if (spell_ob->level > caster_level)
1014 { 1027 {
1015 op->failmsg (format ("You lack enough skill to cast that spell! " 1028 op->failmsgf ("You lack enough skill to cast that spell! "
1016 "H<Your effective cast level is %d%s, but level %d is required.>", 1029 "H<Your effective cast level is %d%s, but level %d is required.>",
1017 caster_level, msg, casting_level)); 1030 caster_level, msg, spell_ob->level);
1018 if (!op->is_wiz ()) 1031 if (!op->is_wiz ())
1019 return 0; 1032 return 0;
1020 } 1033 }
1021 } 1034 }
1022 1035
1023 /* 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
1024 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1025 */ 1038 */
1026 if (!QUERY_FLAG (op, FLAG_WIZ)) 1039 if (!op->flag [FLAG_WIZCAST])
1027 { 1040 {
1028 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1029 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)
1030 { 1043 {
1031 op->failmsg ("You don't have enough mana!"); 1044 op->failmsg ("You don't have enough mana!");
1039 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)
1040 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1041 else 1054 else
1042 { 1055 {
1043 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);
1044 op->failmsg (format ("%s ignores your prayer.", godname)); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1045 return 0; 1058 return 0;
1046 } 1059 }
1047 } 1060 }
1048 1061
1049 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1050 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) <
1051 (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]))
1052 { 1065 {
1053 op->contr->play_sound (sound_find ("fumble_spell")); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1054 op->failmsg ("You fumble the prayer."); 1067 op->failmsg ("You fumble the prayer.");
1055 1068
1056 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);
1079 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1080 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1081 * doing. 1094 * doing.
1082 */ 1095 */
1083 1096
1084 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 :-)!
1085 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1086 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!");
1087 return 0; 1101 return 0;
1088 } 1102 }
1089 1103
1090 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1091 && (caster->type != POTION) 1105 && (caster->type != POTION)
1092 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1093 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1094 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1095 && (((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)))
1096 { 1110 {
1097 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1098 return 0; 1112 return 0;
1099 1113
1100 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1101 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1102 else if (object *item = op->contr->ranged_ob) 1116 else if (object *item = op->contr->ranged_ob)
1103 { 1117 {
1104 if (item->type == SPELL) 1118 if (item->type == SPELL)
1105 op->failmsg ("Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1106 else if (item->type == SCROLL) 1120 else if (item->type == SCROLL)
1112 op->failmsg ("Something blocks the spell!"); 1126 op->failmsg ("Something blocks the spell!");
1113 1127
1114 return 0; 1128 return 0;
1115 } 1129 }
1116 1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1117 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1118 * 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
1119 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1120 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1121 * behalf (eg, altars, and whatever else) shouldn't cost 1138 * behalf (eg, altars, and whatever else) shouldn't cost
1122 * the player any time. 1139 * the player any time.
1123 * Ignore casting time for firewalls 1140 * Ignore casting time for firewalls
1124 */ 1141 */
1125 if (caster == op && caster->type != FIREWALL) 1142 if (caster == op && caster->type != FIREWALL)
1126 { 1143 {
1127 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;
1128 /* 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
1129 * 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
1130 */ 1147 */
1131 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)
1132 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;
1133 } 1150 }
1134 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)
1135 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1136 1153
1137 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1138 { 1155 {
1139 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);
1140 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);
1145 * object requires. 1162 * object requires.
1146 */ 1163 */
1147 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1148 { 1165 {
1149 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1150 if (!skill) 1168 if (!skill)
1151 { 1169 {
1152 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1170 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1153 return 0; 1171 return 0;
1154 } 1172 }
1155
1156 op->change_skill (skill); /* needed for proper exp credit */
1157 } 1173 }
1158 1174
1159 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)))
1160 return RESULT_INT (0); 1176 return RESULT_INT (0);
1161 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
1162 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1163 { 1186 {
1164 /* 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
1165 * in in spells.h. 1188 * in spells.h.
1166 */ 1189 */
1167 case SP_RAISE_DEAD: 1190 case SP_RAISE_DEAD:
1168 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1169 break; 1192 break;
1170 1193
1171 case SP_RUNE: 1194 case SP_RUNE:
1172 success = write_rune (op, caster, spell_ob, dir, stringarg); 1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1173 break; 1196 break;
1174 1197
1175 case SP_MAKE_MARK: 1198 case SP_MAKE_MARK:
1176 success = write_mark (op, spell_ob, stringarg); 1199 success = write_mark (op, spell_ob, spellparam);
1177 break; 1200 break;
1178 1201
1179 case SP_BOLT: 1202 case SP_BOLT:
1180 success = fire_bolt (op, caster, dir, spell_ob, skill); 1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1181 break; 1204 break;
1210 1233
1211 case SP_DIMENSION_DOOR: 1234 case SP_DIMENSION_DOOR:
1212 /* dimension door needs the actual caster, because that is what is 1235 /* dimension door needs the actual caster, because that is what is
1213 * moved. 1236 * moved.
1214 */ 1237 */
1215 success = dimension_door (op, caster, spell_ob, dir); 1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1216 break; 1239 break;
1217 1240
1218 case SP_MAGIC_MAPPING: 1241 case SP_MAGIC_MAPPING:
1219 if (op->type == PLAYER) 1242 if (op->type == PLAYER)
1220 { 1243 {
1253 case SP_HEALING: 1276 case SP_HEALING:
1254 success = cast_heal (op, caster, spell_ob, dir); 1277 success = cast_heal (op, caster, spell_ob, dir);
1255 break; 1278 break;
1256 1279
1257 case SP_CREATE_FOOD: 1280 case SP_CREATE_FOOD:
1258 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1259 break; 1282 break;
1260 1283
1261 case SP_EARTH_TO_DUST: 1284 case SP_EARTH_TO_DUST:
1262 success = cast_earth_to_dust (op, caster, spell_ob); 1285 success = cast_earth_to_dust (op, caster, spell_ob);
1263 break; 1286 break;
1273 case SP_CURSE: 1296 case SP_CURSE:
1274 success = cast_curse (op, caster, spell_ob, dir); 1297 success = cast_curse (op, caster, spell_ob, dir);
1275 break; 1298 break;
1276 1299
1277 case SP_SUMMON_MONSTER: 1300 case SP_SUMMON_MONSTER:
1278 success = summon_object (op, caster, spell_ob, dir, stringarg); 1301 success = summon_object (op, caster, spell_ob, dir, spellparam);
1279 break; 1302 break;
1280 1303
1281 case SP_CHARGING: 1304 case SP_CHARGING:
1282 success = recharge (op, caster, spell_ob); 1305 success = recharge (op, caster, spell_ob);
1283 break; 1306 break;
1316 break; 1339 break;
1317 1340
1318 case SP_MOVING_BALL: 1341 case SP_MOVING_BALL:
1319 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)
1320 { 1343 {
1321 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1344 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1322 success = 0; 1345 success = 0;
1323 } 1346 }
1324 else 1347 else
1325 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1326 break; 1349 break;
1337 /* in rune.c */ 1360 /* in rune.c */
1338 success = dispel_rune (op, caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1339 break; 1362 break;
1340 1363
1341 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1342 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1343 break; 1366 break;
1344 1367
1345 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1346 success = cast_consecrate (op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1347 break; 1370 break;
1369 case SP_AURA: 1392 case SP_AURA:
1370 success = create_aura (op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1371 break; 1394 break;
1372 1395
1373 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1374 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1375 break; 1398 break;
1376 1399
1377 default: 1400 default:
1378 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);
1379 } 1402 }
1403
1404 // restore chosen_skill
1405 op->chosen_skill = chosen_skill;
1380 1406
1381 op->play_sound ( 1407 op->play_sound (
1382 success 1408 success
1383 ? spell_ob->sound 1409 ? spell_ob->sound
1384 ? spell_ob->sound 1410 ? spell_ob->sound
1438 move_aura (op); 1464 move_aura (op);
1439 break; 1465 break;
1440 } 1466 }
1441} 1467}
1442 1468
1443/* this checks to see if something special should happen if
1444 * something runs into the object.
1445 */
1446void
1447check_spell_effect (object *op)
1448{
1449 switch (op->subtype)
1450 {
1451 case SP_BOLT:
1452 move_bolt (op);
1453 return;
1454
1455 case SP_BULLET:
1456 check_bullet (op);
1457 return;
1458 }
1459}
1460
1461/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1462 * 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
1463 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1464 * objects of the appropriate type. 1472 * objects of the appropriate type.
1465 */ 1473 */
1467apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1468{ 1476{
1469 switch (spell->subtype) 1477 switch (spell->subtype)
1470 { 1478 {
1471 case SP_CONE: 1479 case SP_CONE:
1472 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1474 break; 1482 break;
1475 1483
1476 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1477 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1478 { 1486 {
1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1480
1481 if (!spell->destroyed ())
1482 spell->destroy (); 1488 spell->destroy ();
1483 } 1489 }
1484 break; 1490 break;
1485 1491
1486 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1487 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1488 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1489 else if (victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1490 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1491 break;
1492 }
1493}
1494 1497
1498 break;
1499 }
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