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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.102 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.125 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
83 */ 83 */
84void 84void
85spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86{ 86{
87 if (spob->other_arch) 87 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
89} 89}
90 90
91static int 91static int
92attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
93{ 93{
149 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
150 150
151 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
152 { 152 {
153 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
154 {
155 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
156 }
157 else 155 else
158 sp = spell->stats.sp; 156 sp = spell->stats.sp;
159 157
160 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
161 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
162 sp = 1; 160 sp = 1;
163 161
164 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
165 {
166 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
167 }
168 else 164 else
169 grace = spell->stats.grace; 165 grace = spell->stats.grace;
170 166
171 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
172 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
173 grace = 1; 169 grace = 1;
174 } 170 }
175 else 171 else
176 { 172 {
182 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
183 grace = 1; 179 grace = 1;
184 } 180 }
185 181
186 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
187 return MAX (sp, grace); 183 return max (sp, grace);
188 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
189 return grace; 185 return grace;
190 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
191 return sp; 187 return sp;
192 else 188 else
330{ 326{
331 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
332 return 0; 328 return 0;
333 329
334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
336 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1; 334 return 1;
339 335
340 return 0; 336 return 0;
341} 337}
342 338
343/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
344 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
345 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
346 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
347 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
348 * in. 344 * destroys the object is unsuccessful.
349 */ 345 */
350int 346bool
351cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
352{ 348{
353 maptile *m; 349 mapxy pos (op);
354 sint16 sx, sy; 350 pos.move (dir);
355 351
356 if (dir && 352 if (!pos.normalise ()
357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 353 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
359 { 355 )
360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
362 dir = 0;
363 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
364 361
365 SET_FLAG (new_op, FLAG_IDENTIFIED); 362 new_op->set_flag (FLAG_IDENTIFIED);
366 op->map->insert (new_op,
367 op->x + freearr_x[dir], op->y + freearr_y[dir],
368 op,
369 dir ? 0 : INS_BELOW_ORIGINATOR);
370 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
371 return dir; 366 return 1;
372} 367}
373 368
374static bool 369static bool
375mergable_owner (object *o1, object *o2) 370mergable_owner (object *o1, object *o2)
376{ 371{
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0; 404 return 0;
410 405
411 int max_effects = 5; // max. number of similar spells per mapspace 406 int max_effects = 5; // max. number of similar spells per mapspace
412 407
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
414 { 409 {
415 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
417 * leave this out and let in progress, and other areas of the code 412 * leave this out and let in progress, and other areas of the code
418 * will then remove it, but that would seem to to use more 413 * will then remove it, but that would seem to to use more
420 * on top of a counterwall spell (may hit the player before being 415 * on top of a counterwall spell (may hit the player before being
421 * removed.) On the other hand, it may be more dramatic for the 416 * removed.) On the other hand, it may be more dramatic for the
422 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
423 */ 418 */
424 if ((tmp->attacktype & AT_COUNTERSPELL) 419 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
426 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
428 && (tmp->type != BOW) 423 && (tmp->type != BOW)
429 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
432 // we special case floor here because there 427 // we special case floor here because there
433 // are sometimes spell effect floors 428 // are sometimes spell effect floors
434 // which are used to inflict damage 429 // which are used to inflict damage
435 // (and those shouldn't go away from 430 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
520 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
521 return 0; 516 return 0;
522 517
523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
524 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
525 520
526 if ((tmp = op->map->insert (tmp, x, y, op))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
527 move_spell_effect (tmp); 522 move_spell_effect (tmp);
528 523
536 ****************************************************************************/ 531 ****************************************************************************/
537void 532void
538regenerate_rod (object *rod) 533regenerate_rod (object *rod)
539{ 534{
540 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
542} 537}
543 538
544void 539void
545drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
546{ 541{
566 { 561 {
567 tmp = op->owner; 562 tmp = op->owner;
568 /* If the owner does not exist, or is not a monster, than apply the spell 563 /* If the owner does not exist, or is not a monster, than apply the spell
569 * to the caster. 564 * to the caster.
570 */ 565 */
571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
572 tmp = op; 567 tmp = op;
573 } 568 }
574 else 569 else
575 { 570 {
576 maptile *m = op->map; 571 maptile *m = op->map;
624 continue; 619 continue;
625 620
626 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
627 622
628 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 625 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
631 tmp = tmp->above; 626 tmp = tmp->above;
632 627
633 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
634 return freedir[i]; 629 return freedir[i];
663 * insert multipart monsters properly 658 * insert multipart monsters properly
664 */ 659 */
665 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
666 while (at != NULL) 661 while (at != NULL)
667 { 662 {
668 tmp = arch_to_object (at); 663 tmp = at->instance ();
669 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
670 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
671 tmp->map = op->map; 666 tmp->map = op->map;
672 if (head) 667 if (head)
673 { 668 {
784 * at casting a prayer. 779 * at casting a prayer.
785 * op is the player. 780 * op is the player.
786 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
787 * power is how much grace the spell would normally take to cast. 782 * power is how much grace the spell would normally take to cast.
788 */ 783 */
784
785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
789static void 787static void
790prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
791{ 789{
792 const char *godname; 790 const char *godname;
793 object *tmp; 791 object *tmp;
795 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit"; 794 godname = "Your spirit";
797 795
798 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
799 { 797 {
800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 798 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
801 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
802 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
803 tmp->destroy (); 801 tmp->destroy ();
804 } 802 }
805 803
806 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
807 { 805 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
809 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
810 } 808 }
811 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
812 { 810 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
815 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
816 } 815 }
817 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
818 { 817 {
819 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
821 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
822 } 821 }
823} 822}
824 823
825/* 824/*
826 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
827 * of failure badness. 826 * of failure badness.
828 * op is the player that failed. 827 * op is the player that failed.
829 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
830 * power is how many spellpoints you'd normally need for the spell. 829 * power is how many spellpoints you'd normally need for the spell.
831 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
832 */ 831 */
833
834void 832void
835spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
836{ 834{
837 object *tmp; 835 object *tmp;
838 836
839 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
840 return; 838 return;
841 839
842 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
843 { 841 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
845 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
846 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
847 tmp->destroy (); 845 tmp->destroy ();
848 } 846 }
849 847
850 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
851 { 849 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 850 op->failmsg ("Your magic recoils on you, making you confused!");
853 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
854 } 852 }
855 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
856 { 854 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
858 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
859 } 857 }
860 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
861 { 859 {
862 object *tmp; 860 object *tmp;
863 861
864 /* Safety check to make sure we don't get any mana storms in scorn */ 862 /* Safety check to make sure we don't get any mana storms in scorn */
865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 863 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 { 864 {
867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 865 op->failmsg ("The magic warps and you are turned inside out!");
868 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
869 867
870 } 868 }
871 else 869 else
872 { 870 {
873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 871 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
874 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
875 tmp->level = skill->level; 873 tmp->level = skill->level;
876 874
877 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
879 877
896 { 894 {
897 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0; 896 return 0;
899 } 897 }
900 898
901 object *spell = arch_to_object (spell_ob->other_arch); 899 object *spell = spell_ob->other_arch->instance ();
902 900
903 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
905 903
906 if (!op->contr || !op->contr->party) 904 if (!op->contr || !op->contr->party)
949int 947int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 948cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 949{
952 const char *godname; 950 const char *godname;
953 int success = 0; 951 int success = 0;
954 object *skill = NULL; 952
953 // make sure spells always take a while, so a) we don't flood the
954 // user with messages and b) too many failures can be harmful (smiting).
955 op->speed_left -= 4 * op->speed; // ~0.5s on failure
955 956
956 if (!spell_ob) 957 if (!spell_ob)
957 { 958 {
958 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0; 960 return 0;
970 } 971 }
971 972
972 /* if caster is a spell casting object, this normally shouldn't be 973 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
974 */ 975 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 976 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
976 { 977 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
978 return 0; 979 return 0;
979 } 980 }
981
982 object *skill = 0;
980 983
981 /* if it is a player casting the spell, and they are really casting it 984 /* if it is a player casting the spell, and they are really casting it
982 * (vs it coming from a wand, scroll, or whatever else), do some 985 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function 987 * don't need the SKILL, BYpass level checks, etc. The monster function
985 * should take care of that. 988 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells 989 * Remove the wiz check here and move it further down - some spells
987 * need to have the right skill pointer passed, so we need to 990 * need to have the right skill pointer passed, so we need to
988 * at least process that code. 991 * at least process that code.
989 */ 992 */
993 { 996 {
994 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
995 998
996 if (!skill) 999 if (!skill)
997 { 1000 {
998 op->failmsg (format ("You need the skill %s to cast %s! " 1001 op->failmsgf ("You need the %s skill to cast %s! "
999 "H<You either need to learn the skill via a skill scroll " 1002 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>", 1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
1001 &spell_ob->skill, &spell_ob->name)); 1004 &spell_ob->skill, &spell_ob->name);
1002 return 0; 1005 return 0;
1003 } 1006 }
1004 1007
1005 const char *msg = ""; 1008 const char *msg = "";
1006 1009
1007 int caster_level = skill->level; 1010 int caster_level = skill->level;
1018 msg = " (repelled)"; 1021 msg = " (repelled)";
1019 } 1022 }
1020 1023
1021 if (spell_ob->level > caster_level) 1024 if (spell_ob->level > caster_level)
1022 { 1025 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! " 1026 op->failmsgf ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>", 1027 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level)); 1028 caster_level, msg, spell_ob->level);
1026 if (!op->is_wiz ()) 1029 if (!op->is_wiz ())
1027 return 0; 1030 return 0;
1028 } 1031 }
1029 } 1032 }
1030 1033
1031 /* If the caster is the wiz, they don't ever fail, and don't have 1034 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1033 */ 1036 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1037 if (!op->flag [FLAG_WIZCAST])
1035 { 1038 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 { 1041 {
1039 op->failmsg ("You don't have enough mana!"); 1042 op->failmsg ("You don't have enough mana!");
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1050 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1051 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else 1052 else
1050 { 1053 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1054 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 op->failmsg (format ("%s ignores your prayer.", godname)); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1053 return 0; 1056 return 0;
1054 } 1057 }
1055 } 1058 }
1056 1059
1057 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1061 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1062 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1060 { 1063 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1063 1066
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1067 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1087 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1089 * doing. 1092 * doing.
1090 */ 1093 */
1091 1094
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1095 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1098 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0; 1099 return 0;
1096 } 1100 }
1097 1101
1098 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION) 1103 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1101 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1102 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1107 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 { 1108 {
1105 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1106 return 0; 1110 return 0;
1107 1111
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1110 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1111 { 1115 {
1112 if (item->type == SPELL) 1116 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1120 op->failmsg ("Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1121 1125
1122 return 0; 1126 return 0;
1123 } 1127 }
1124 1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1125 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in 1133 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time. 1137 * the player any time.
1131 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1132 */ 1139 */
1133 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1134 { 1141 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1142 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1136 /* Other portions of the code may also decrement the speed of the player, so 1143 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long 1144 * put a lower limit so that the player isn't stuck here too long
1138 */ 1145 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1146 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1147 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1141 } 1148 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1149 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1144 1151
1145 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1146 { 1153 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1154 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1155 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1153 * object requires. 1160 * object requires.
1154 */ 1161 */
1155 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1156 { 1163 {
1157 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1158 if (!skill) 1166 if (!skill)
1159 { 1167 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1168 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1161 return 0; 1169 return 0;
1162 } 1170 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1171 }
1166 1172
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1173 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1174 return RESULT_INT (0);
1175
1176 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1177 // at least temporarily, which might not be true due to slot restrictions, but hey
1178 // invoke requires it basically.
1179
1180 object *chosen_skill = op->chosen_skill;
1181 op->chosen_skill = skill;
1169 1182
1170 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1171 { 1184 {
1172 /* The order of case statements is same as the order they show up 1185 /* The order of case statements is same as the order they show up
1173 * in spells.h. 1186 * in spells.h.
1324 break; 1337 break;
1325 1338
1326 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1340 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 { 1341 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1342 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1330 success = 0; 1343 success = 0;
1331 } 1344 }
1332 else 1345 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1346 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break; 1347 break;
1383 break; 1396 break;
1384 1397
1385 default: 1398 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1399 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 } 1400 }
1401
1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1388 1404
1389 op->play_sound ( 1405 op->play_sound (
1390 success 1406 success
1391 ? spell_ob->sound 1407 ? spell_ob->sound
1392 ? spell_ob->sound 1408 ? spell_ob->sound
1457apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1458{ 1474{
1459 switch (spell->subtype) 1475 switch (spell->subtype)
1460 { 1476 {
1461 case SP_CONE: 1477 case SP_CONE:
1462 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1463 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1464 break; 1480 break;
1465 1481
1466 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1467 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1468 { 1484 {
1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1470 spell->destroy (); 1486 spell->destroy ();
1471 } 1487 }
1472 break; 1488 break;
1473 1489
1474 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1475 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1478 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1479 1495
1480 break; 1496 break;
1481 } 1497 }
1482} 1498}
1486 * the victim with a specific maximum level. 1502 * the victim with a specific maximum level.
1487 */ 1503 */
1488void 1504void
1489create_exploding_ball_at (object *victim, int level) 1505create_exploding_ball_at (object *victim, int level)
1490{ 1506{
1491 object *ball = get_archetype (EXPLODING_FIREBALL); 1507 object *ball = archetype::get (EXPLODING_FIREBALL);
1492 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1508 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1493 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; 1509 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1494 ball->insert_at (victim); 1510 ball->insert_at (victim);
1495} 1511}

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