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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.16 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.125 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* 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
37 * 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
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 { 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 /* This case is not a bug, just the fact that this function is 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 * usually called BEFORE checking for path_deny. -AV
191 */
192#if 0
193 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
194#endif
195 return 1;
196 }
197 new_level = spell->level
198 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
199 return (new_level < 1) ? 1 : new_level;
200} 99}
201
202 100
203/* This function returns the effective level the spell 101/* This function returns the effective level the spell
204 * is being cast at. 102 * is being cast at.
205 * Note that I changed the repelled/attuned bonus to 2 from 5.
206 * This is because the new code compares casting_level against
207 * min_caster_level, so the difference is effectively 4
208 */ 103 */
209
210int 104int
211caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
212{ 106{
213 int level = caster->level; 107 int level = caster->level;
214
215 /* If this is a player, try to find the matching skill */
216 if (caster->type == PLAYER && spell->skill)
217 {
218 int i;
219
220 for (i = 0; i < NUM_SKILLS; i++)
221 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
222 {
223 level = caster->contr->last_skill_ob[i]->level;
224 break;
225 }
226 }
227 108
228 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
229 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
230 { 111 {
231 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
232 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
233 114
234 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
235 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
236 120
237 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
238 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
239 128
240 /* 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
241 * errors in various places. 130 * errors in various places.
242 */ 131 */
243 if (level < 1) 132 return clamp (level, 1, settings.max_level);
244 level = 1;
245 return level;
246} 133}
247 134
248/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
249 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
250 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
254 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
255 * spell is the spell object. 142 * spell is the spell object.
256 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
257 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
258 */ 145 */
259
260sint16 146sint16
261SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
262{ 148{
263 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
264 150
265 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
266 { 152 {
267 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
268 {
269 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));
270 }
271 else 155 else
272 sp = spell->stats.sp; 156 sp = spell->stats.sp;
273 157
274 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
275 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
276 sp = 1; 160 sp = 1;
277 161
278 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
279 {
280 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));
281 }
282 else 164 else
283 grace = spell->stats.grace; 165 grace = spell->stats.grace;
284 166
285 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
286 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
287 grace = 1; 169 grace = 1;
288 } 170 }
289 else 171 else
290 { 172 {
291 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
292 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
293 sp = 1; 175 sp = 1;
176
294 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
295 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
296 grace = 1; 179 grace = 1;
297 } 180 }
181
298 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
299 return MAX (sp, grace); 183 return max (sp, grace);
300 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
301 return grace; 185 return grace;
302 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
303 return sp; 187 return sp;
304 else 188 else
306 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
307 return 0; 191 return 0;
308 } 192 }
309} 193}
310 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
311 205
312/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
313 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
314 */ 208 */
315int 209int
316SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
317{ 211{
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
324 adj /= spob->dam_modifier;
325 else
326 adj = 0;
327 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
328} 216}
329 217
330/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
333 */ 221 */
334int 222int
335SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
336{ 224{
337 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob);
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
343 adj /= spob->duration_modifier;
344 else
345 adj = 0;
346
347 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
348} 229}
349 230
350/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
351 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
352 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
353 */ 234 */
354int 235int
355SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
356{ 237{
357 int level = caster_level (caster, spob);
358 int adj = level - min_casting_level (caster, spob);
359
360 if (adj < 0)
361 adj = 0;
362 if (spob->range_modifier) 238 if (!spob->range_modifier)
363 adj /= spob->range_modifier;
364 else
365 adj = 0;
366
367 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
368} 242}
369 243
370/* 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
371 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
372 * 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.
373 */ 247 */
374object * 248object *
375check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
376{ 250{
377 object *spop; 251 object *spop;
378 252
379 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
380 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
381 return spop; 255 return spop;
382 256
383 return NULL; 257 return 0;
384} 258}
385
386 259
387/* 260/*
388 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
389 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
390 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
391 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
392 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
393 * exact match, we also return NULL. 266 * exact match, we also return NULL.
394 */ 267 */
395
396object * 268object *
397lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
398{ 270{
399 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
400 int nummatch = 0; 272 int nummatch = 0;
401 273
402 if (spname == NULL) 274 if (!spname)
403 return NULL; 275 return 0;
404 276
405 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
406 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
407 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
408 */ 280 */
409 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
410 { 282 {
411 if (spob->type == SPELL) 283 if (spob->type == SPELL)
412 { 284 {
285 // TODO: WTF?
413 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
414 { 287 {
415 nummatch++; 288 nummatch++;
416 spob1 = spob; 289 spob1 = spob;
417 } 290 }
422 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
423 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
424 */ 297 */
425 if (spob2) 298 if (spob2)
426 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
427 spob2 = spob; 301 spob2 = spob;
428 } 302 }
429 } 303 }
430 } 304 }
431 /* 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
432 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
433 */ 307 */
434 if (spob2) 308 if (spob2)
435 return spob2; 309 return spob2;
310
436 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
437 return spob1; 312 return spob1;
313
438 return NULL; 314 return NULL;
439} 315}
440 316
441/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
442 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
444 * reflect_spell fails.) 320 * reflect_spell fails.)
445 * Caller should be sure it passes us valid map coordinates 321 * Caller should be sure it passes us valid map coordinates
446 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
447 */ 323 */
448int 324int
449reflwall (mapstruct *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
450{ 326{
451 object *op;
452
453 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
454 return 0; 328 return 0;
455 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 329
456 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
457 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 331 if (op->flag [FLAG_REFL_SPELL]
332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
458 return 1; 334 return 1;
459 335
460 return 0; 336 return 0;
461} 337}
462 338
463/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
464 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
465 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
466 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
467 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
468 * in. 344 * destroys the object is unsuccessful.
469 */ 345 */
470int 346bool
471cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
472{ 348{
473 mapstruct *m; 349 mapxy pos (op);
474 sint16 sx, sy; 350 pos.move (dir);
475 351
476 if (dir && 352 if (!pos.normalise ()
477 ((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
478 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
479 { 355 )
480 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
481 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
482 dir = 0;
483 } 356 {
484 new_op->x = op->x + freearr_x[dir]; 357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
485 new_op->y = op->y + freearr_y[dir]; 358 new_op->destroy ();
486 if (dir == 0) 359 return 0;
487 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 360 }
488 else 361
489 insert_ob_in_map (new_op, op->map, op, 0); 362 new_op->set_flag (FLAG_IDENTIFIED);
363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
490 return dir; 366 return 1;
367}
368
369static bool
370mergable_owner (object *o1, object *o2)
371{
372 if (o1 == o2)
373 return 1;
374
375 if (!o1 || !o2)
376 return 0;
377
378 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
379 return 0;
380
381 if (o1->is_player () || o2->is_player ())
382 return 0;
383
384 return 1;
491} 385}
492 386
493/* Returns true if it is ok to put spell *op on the space/may provided. 387/* Returns true if it is ok to put spell *op on the space/may provided.
494 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
495 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
496 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
497 * on the space, the object doesn't get placed. if immune stop 391 * on the space, the object doesn't get placed. if immune stop
498 * does not have AT_MAGIC, then counterwalls do not effect the spell. 392 * does not have AT_MAGIC, then counterwalls do not effect the spell.
499 * 393 */
500 */
501
502int 394int
503ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop) 395ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
504{ 396{
505 object *tmp; 397 if (!xy_normalise (m, x, y))
506 int mflags;
507 mapstruct *mp;
508
509 mp = m;
510 mflags = get_map_flags (m, &mp, x, y, &x, &y);
511
512 if (mflags & P_OUT_OF_MAP)
513 return 0; 398 return 0;
514 399
515 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 400 mapspace &ms = m->at (x, y);
401 ms.update ();
402
403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
516 return 0; 404 return 0;
517 405
518 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 406 int max_effects = 5; // max. number of similar spells per mapspace
407
408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
519 { 409 {
520 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
521 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
522 * 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
523 * 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
524 * resources, and may not work as well if a player is standing 414 * resources, and may not work as well if a player is standing
525 * 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
526 * 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
527 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
528 */ 418 */
529 if ((tmp->attacktype & AT_COUNTERSPELL) && 419 if ((tmp->attacktype & AT_COUNTERSPELL)
530 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 420 && !tmp->flag [FLAG_MONSTER]
531 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 421 && (tmp->type != PLAYER)
422 && (tmp->type != WEAPON)
423 && (tmp->type != BOW)
424 && (tmp->type != ARROW)
425 && (tmp->type != GOLEM)
426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
427 // we special case floor here because there
428 // are sometimes spell effect floors
429 // which are used to inflict damage
430 // (and those shouldn't go away from
431 // sanctuary) see also: permanent lava
432 && (immune_stop & AT_MAGIC))
532 return 0; 433 return 0;
533 434
534 /* This is to prevent 'out of control' spells. Basically, this
535 * limits one spell effect per space per spell. This is definately
536 * needed for performance reasons, and just for playability I believe.
537 * there are no such things as multispaced spells right now, so
538 * we don't need to worry about the head.
539 */
540 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
541 return 0;
542
543 /*
544 * Combine similar spell effects into one spell effect. Needed for
545 * performance reasons with meteor swarm and the like, but also for
546 * playability reasons.
547 */
548 if (tmp->arch == op->arch
549 && tmp->type == op->type 435 if (tmp->type == op->type)
550 && tmp->subtype == op->subtype
551 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
552 { 436 {
553 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
554 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
555 tmp->duration = MAX (tmp->duration, op->duration); 439 {
440 /* This is to prevent 'out of control' spells. Basically, this
441 * limits one spell effect per space per spell. This is definately
442 * needed for performance reasons, and just for playability I believe.
443 * there are no such things as multispaced spells right now, so
444 * we don't need to worry about the head.
445 */
446 if (tmp->stats.maxhp == op->stats.maxhp)
447 return 0;
448
449 /*
450 * Combine similar spell effects into one spell effect. Needed for
451 * performance reasons with meteor swarm and the like, but also for
452 * playability reasons.
453 */
454 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 if (mergable_owner (tmp, op))
456 {
457 // if same owner, then combine, but reduce advantage of multiple spells
458 max_it (tmp->stats.dam, op->stats.dam);
459 max_it (tmp->range , op->range);
460 max_it (tmp->duration , op->duration);
461 return 0;
462 }
463 }
464
465 // if there are too many spell effects on this space,
466 // then don't allow more of them, for performance reasons.
467 if (tmp->type == SPELL_EFFECT
468 && !--max_effects)
556 return 0; 469 return 0;
557 } 470 }
558 471
559 /* Perhaps we should also put checks in for no magic and unholy 472 /* Perhaps we should also put checks in for no magic and unholy
560 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
561 */ 474 */
562 } 475 }
476
563 /* If it passes the above tests, it must be OK */ 477 /* If it passes the above tests, it must be OK */
564 return 1; 478 return 1;
565} 479}
566 480
567/* fire_arch_from_position: fires an archetype. 481/* fire_arch_from_position: fires an archetype.
572 * dir: direction to fire in. 486 * dir: direction to fire in.
573 * spell: spell that is being fired. It uses other_arch for the archetype 487 * spell: spell that is being fired. It uses other_arch for the archetype
574 * to fire. 488 * to fire.
575 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
576 */ 490 */
577
578int 491int
579fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 492fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
580{ 493{
581 object *tmp;
582 int mflags;
583 mapstruct *m;
584
585 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
586 return 0; 495 return 0;
587 496
588 m = op->map; 497 object *tmp = spell->other_arch->instance ();
589 mflags = get_map_flags (m, &m, x, y, &x, &y);
590 if (mflags & P_OUT_OF_MAP)
591 {
592 return 0;
593 }
594 498
595 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
596
597 if (tmp == NULL)
598 return 0; 500 return 0;
599
600 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
603 free_object (tmp);
604 return 0;
605 }
606
607
608 501
609 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 502 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
610 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
611 /* code in time.c uses food for some things, duration for others */ 504 /* code in time.c uses food for some things, duration for others */
612 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
613 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
614 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
615 tmp->x = x;
616 tmp->y = y;
617 tmp->direction = dir; 508 tmp->direction = dir;
618 if (get_owner (op) != NULL) 509 tmp->set_owner (op);
619 copy_owner (tmp, op);
620 else
621 set_owner (tmp, op);
622 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
623 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
624 512
625 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
626 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
627 {
628 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
629 return 0; 516 return 0;
630 } 517
631 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
632 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
633 520
634 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
635 return 1;
636
637 move_spell_effect (tmp); 522 move_spell_effect (tmp);
638 523
639 return 1; 524 return 1;
640} 525}
641
642
643 526
644/***************************************************************************** 527/*****************************************************************************
645 * 528 *
646 * Code related to rods - perhaps better located in another file? 529 * Code related to rods - perhaps better located in another file?
647 * 530 *
648 ****************************************************************************/ 531 ****************************************************************************/
649
650void 532void
651regenerate_rod (object *rod) 533regenerate_rod (object *rod)
652{ 534{
653 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
654 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
655 rod->stats.hp += 1 + rod->stats.maxhp / 10;
656
657 if (rod->stats.hp > rod->stats.maxhp)
658 rod->stats.hp = rod->stats.maxhp;
659 }
660} 537}
661
662 538
663void 539void
664drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
665{ 541{
666 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 542 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
667} 543}
668
669
670
671 544
672/* this function is commonly used to find a friendly target for 545/* this function is commonly used to find a friendly target for
673 * spells such as heal or protection or armour 546 * spells such as heal or protection or armour
674 * op is what is looking for the target (which can be a player), 547 * op is what is looking for the target (which can be a player),
675 * dir is the direction we are looking in. Return object found, or 548 * dir is the direction we are looking in. Return object found, or
676 * NULL if no good object. 549 * NULL if no good object.
677 */ 550 */
678
679object * 551object *
680find_target_for_friendly_spell (object *op, int dir) 552find_target_for_friendly_spell (object *op, int dir)
681{ 553{
682 object *tmp; 554 object *tmp;
683 mapstruct *m;
684 sint16 x, y;
685 int mflags;
686 555
687 /* I don't really get this block - if op isn't a player or rune, 556 /* I don't really get this block - if op isn't a player or rune,
688 * we then make the owner of this object the target. 557 * we then make the owner of this object the target.
689 * The owner could very well be no where near op. 558 * The owner could very well be no where near op.
690 */ 559 */
691 if (op->type != PLAYER && op->type != RUNE) 560 if (op->type != PLAYER && op->type != RUNE)
692 { 561 {
693 tmp = get_owner (op); 562 tmp = op->owner;
694 /* 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
695 * to the caster. 564 * to the caster.
696 */ 565 */
697 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
698 tmp = op; 567 tmp = op;
699 } 568 }
700 else 569 else
701 { 570 {
702 m = op->map; 571 maptile *m = op->map;
703 x = op->x + freearr_x[dir]; 572 sint16 x = op->x + freearr_x[dir];
704 y = op->y + freearr_y[dir]; 573 sint16 y = op->y + freearr_y[dir];
705
706 mflags = get_map_flags (m, &m, x, y, &x, &y);
707
708 if (mflags & P_OUT_OF_MAP)
709 tmp = NULL;
710 else
711 { 574
712 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 575 tmp = xy_normalise (m, x, y)
713 if (tmp->type == PLAYER) 576 ? m->at (x, y).player ()
714 break; 577 : 0;
715 }
716 } 578 }
579
717 /* didn't find a player there, look in current square for a player */ 580 /* didn't find a player there, look in current square for a player */
718 if (tmp == NULL) 581 if (!tmp)
719 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 582 tmp = op->ms ().player ();
720 {
721 if (tmp->type == PLAYER)
722 break;
723 }
724 583
725 return tmp; 584 return tmp;
726} 585}
727
728
729 586
730/* raytrace: 587/* raytrace:
731 * spell_find_dir(map, x, y, exclude) will search first the center square 588 * spell_find_dir(map, x, y, exclude) will search first the center square
732 * then some close squares in the given map at the given coordinates for 589 * then some close squares in the given map at the given coordinates for
733 * live objects. 590 * live objects.
736 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
737 * It returns the direction toward the first/closest live object if it finds 594 * It returns the direction toward the first/closest live object if it finds
738 * any, otherwise -1. 595 * any, otherwise -1.
739 * note that exclude can be NULL, in which case all bets are off. 596 * note that exclude can be NULL, in which case all bets are off.
740 */ 597 */
741
742int 598int
743spell_find_dir (mapstruct *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
744{ 600{
745 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
746 sint16 nx, ny; 602 sint16 nx, ny;
747 int owner_type = 0, mflags; 603 int owner_type = 0, mflags;
748 object *tmp; 604 object *tmp;
749 mapstruct *mp; 605 maptile *mp;
750 606
751 if (exclude && exclude->head) 607 if (exclude && exclude->head)
752 exclude = exclude->head; 608 exclude = exclude->head;
753 if (exclude && exclude->type) 609 if (exclude && exclude->type)
754 owner_type = exclude->type; 610 owner_type = exclude->type;
760 mp = m; 616 mp = m;
761 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 617 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
762 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 618 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
763 continue; 619 continue;
764 620
765 tmp = get_map_ob (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
766 622
767 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
768 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
769 (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))))
770 tmp = tmp->above; 626 tmp = tmp->above;
771 627
772 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
773 return freedir[i]; 629 return freedir[i];
774 } 630 }
775 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
776} 632}
777
778
779 633
780/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
781 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
782 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
783 */ 637 */
784 638static void
785void
786put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
787{ 640{
788 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
789 archetype *at; 642 archetype *at;
790 int dir; 643 int dir;
796 649
797 /* find a free square nearby 650 /* find a free square nearby
798 * first we check the closest square for free squares 651 * first we check the closest square for free squares
799 */ 652 */
800 653
801 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 654 dir = find_first_free_spot (at, op->map, op->x, op->y);
802 if (dir != -1) 655 if (dir != -1)
803 { 656 {
804 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
805 * insert multipart monsters properly 658 * insert multipart monsters properly
806 */ 659 */
660 //TODO: use expand_tail + ...
807 while (at != NULL) 661 while (at != NULL)
808 { 662 {
809 tmp = arch_to_object (at); 663 tmp = at->instance ();
810 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
811 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
812 tmp->map = op->map; 666 tmp->map = op->map;
813 if (head) 667 if (head)
814 { 668 {
815 tmp->head = head; 669 tmp->head = head;
816 prev->more = tmp; 670 prev->more = tmp;
817 } 671 }
672
818 if (!head) 673 if (!head)
819 head = tmp; 674 head = tmp;
675
820 prev = tmp; 676 prev = tmp;
677
821 at = at->more; 678 at = (archetype *)at->more;
822 } 679 }
823 680
824 if (head->randomitems) 681 if (head->randomitems)
825 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
826 683
827 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
828 685
829 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
830 tmp = get_archetype ("burnout"); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
831 tmp->map = op->map;
832 tmp->x = op->x + freearr_x[dir];
833 tmp->y = op->y + freearr_y[dir];
834 insert_ob_in_map (tmp, op->map, op, 0);
835 } 688 }
836} 689}
837 690
838/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
839 * places them in nearby squares. 692 * places them in nearby squares.
846 * Note that this is not used by any spells (summon evil monsters 699 * Note that this is not used by any spells (summon evil monsters
847 * use to call this, but best I can tell, that spell/ability was 700 * use to call this, but best I can tell, that spell/ability was
848 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
849 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
850 */ 703 */
851
852int 704int
853summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
854{ 706{
855 int i; 707 int i;
856 708
866{ 718{
867 int attacktype; 719 int attacktype;
868 int face; 720 int face;
869} ATTACKS[22] = 721} ATTACKS[22] =
870{ 722{
871 {
872 AT_PHYSICAL, 0}, 723 { AT_PHYSICAL, 0},
873 {
874 AT_PHYSICAL, 0}, /*face = explosion */ 724 { AT_PHYSICAL, 0}, /*face = explosion */
875 {
876 AT_PHYSICAL, 0}, 725 { AT_PHYSICAL, 0},
877 {
878 AT_MAGIC, 1}, 726 { AT_MAGIC, 1},
879 {
880 AT_MAGIC, 1}, /* face = last-burnout */ 727 { AT_MAGIC, 1}, /* face = last-burnout */
881 {
882 AT_MAGIC, 1}, 728 { AT_MAGIC, 1},
883 {
884 AT_FIRE, 2}, 729 { AT_FIRE, 2},
885 {
886 AT_FIRE, 2}, /* face = fire.... */ 730 { AT_FIRE, 2}, /* face = fire.... */
887 {
888 AT_FIRE, 2}, 731 { AT_FIRE, 2},
889 {
890 AT_ELECTRICITY, 3}, 732 { AT_ELECTRICITY, 3},
891 {
892 AT_ELECTRICITY, 3}, /* ball_lightning */ 733 { AT_ELECTRICITY, 3}, /* ball_lightning */
893 {
894 AT_ELECTRICITY, 3}, 734 { AT_ELECTRICITY, 3},
895 {
896 AT_COLD, 4}, 735 { AT_COLD, 4},
897 {
898 AT_COLD, 4}, /* face=icestorm */ 736 { AT_COLD, 4}, /* face=icestorm */
899 {
900 AT_COLD, 4}, 737 { AT_COLD, 4},
901 {
902 AT_CONFUSION, 5}, 738 { AT_CONFUSION, 5},
903 {
904 AT_POISON, 7}, 739 { AT_POISON, 7},
905 {
906 AT_POISON, 7}, /* face = acid sphere. generator */ 740 { AT_POISON, 7}, /* face = acid sphere. generator */
907 {
908 AT_POISON, 7}, /* poisoncloud face */ 741 { AT_POISON, 7}, /* poisoncloud face */
909 {
910 AT_SLOW, 8}, 742 { AT_SLOW, 8},
911 {
912 AT_PARALYZE, 9}, 743 { AT_PARALYZE, 9},
913 {
914AT_FEAR, 10}}; 744 { AT_FEAR, 10},
915 745};
916
917 746
918/* shuffle_attack: peterm 747/* shuffle_attack: peterm
919 * This routine shuffles the attack of op to one of the 748 * This routine shuffles the attack of op to one of the
920 * ones in the list. It does this at random. It also 749 * ones in the list. It does this at random. It also
921 * chooses a face appropriate to the attack that is 750 * chooses a face appropriate to the attack that is
944 { 773 {
945 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
946 } 775 }
947} 776}
948 777
949
950/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
951 * at casting a prayer. 779 * at casting a prayer.
952 * op is the player. 780 * op is the player.
953 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
954 * 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.
955 */ 783 */
956 784
957void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
958prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
959{ 789{
960 const char *godname; 790 const char *godname;
961 object *tmp; 791 object *tmp;
962 792
963 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
964 godname = "Your spirit"; 794 godname = "Your spirit";
965 795
966 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
967 { 797 {
968 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);
969 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
970 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
971 free_object (tmp); 801 tmp->destroy ();
972 } 802 }
973 803
974 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
975 { 805 {
976 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
977 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
978 } 808 }
979 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
980 { 810 {
981 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
982 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
983 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
984 } 815 }
985 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
986 { 817 {
987 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
989 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
990 } 821 }
991} 822}
992 823
993/* 824/*
994 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
995 * of failure badness. 826 * of failure badness.
996 * op is the player that failed. 827 * op is the player that failed.
997 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
998 * 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.
999 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
1000 */ 831 */
1001
1002void 832void
1003spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
1004{ 834{
1005 object *tmp; 835 object *tmp;
1006 836
1007 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
1008 return; 838 return;
1009 839
1010 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
1011 { 841 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
1013 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
1014 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
1015 free_object (tmp); 845 tmp->destroy ();
1016 } 846 }
1017 847
1018 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
1019 { 849 {
1020 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!");
1021 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
1022 } 852 }
1023 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
1024 { 854 {
1025 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
1026 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
1027 } 857 }
1028 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
1029 { 859 {
1030 object *tmp; 860 object *tmp;
1031 861
1032 /* 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 */
1033 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)
1034 { 864 {
1035 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!");
1036 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
1037 867
1038 } 868 }
1039 else 869 else
1040 { 870 {
1041 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!");
1042 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
1043 tmp->level = skill->level; 873 tmp->level = skill->level;
1044 tmp->x = op->x;
1045 tmp->y = op->y;
1046 874
1047 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
1048 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
1049 877
1050 if (power > 25) 878 if (power > 25)
1051 tmp->stats.dam = 25 + isqrt (power); 879 tmp->stats.dam = 25 + isqrt (power);
1052 else 880 else
1053 tmp->stats.dam = power; /* nasty recoils! */ 881 tmp->stats.dam = power; /* nasty recoils! */
1054 882
1055 tmp->stats.maxhp = tmp->count; 883 tmp->stats.maxhp = tmp->count;
1056 insert_ob_in_map (tmp, op->map, NULL, 0); 884
885 tmp->insert_at (op);
1057 } 886 }
1058 } 887 }
1059} 888}
1060 889
1061int 890static int
1062cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1063{ 892{
1064 int success;
1065 player *pl;
1066 object *spell;
1067
1068 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
1069 { 894 {
1070 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
1071 return 0; 896 return 0;
1072 } 897 }
1073 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1074 900
1075 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1076 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1077 903
1078 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1079 { 905 {
1080 remove_ob (spell); 906 spell->remove ();
1081 return success; 907 return success;
1082 } 908 }
1083 for (pl = first_player; pl != NULL; pl = pl->next) 909
1084 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 910 for_all_players (pl)
1085 { 911 if ((pl->ob->contr->party == op->contr->party)
912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1086 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1087 } 915
1088 remove_ob (spell); 916 spell->remove ();
1089 return success; 917 return success;
1090} 918}
1091 919
1092/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1093 * 921 *
1097 * same as op. 925 * same as op.
1098 * dir is the direction to cast in. Note in some cases, if the spell 926 * dir is the direction to cast in. Note in some cases, if the spell
1099 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1100 * spell_ob is the spell object that is being cast. From that, 928 * spell_ob is the spell object that is being cast. From that,
1101 * we can determine what to do. 929 * we can determine what to do.
1102 * stringarg is any options that are being used. It can be NULL. Almost 930 * spellparam is any options that are being used. It can be NULL. Almost
1103 * certainly, only players will set it. It is basically used as optional 931 * certainly, only players will set it. It is basically used as optional
1104 * parameters to a spell (eg, item to create, information for marking runes, 932 * parameters to a spell (eg, item to create, information for marking runes,
1105 * etc. 933 * etc.
1106 * returns 1 on successful cast, or 0 on error. These values should really 934 * returns 1 on successful cast, or 0 on error. These values should really
1107 * be swapped, so that 0 is successful, and non zero is failure, with a code 935 * be swapped, so that 0 is successful, and non zero is failure, with a code
1114 * 942 *
1115 * if it is a player casting the spell (op->type == PLAYER, op == caster), 943 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1116 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1117 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1118 */ 946 */
1119
1120int 947int
1121cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 948cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1122{ 949{
1123 const char *godname; 950 const char *godname;
1124 int success = 0, mflags, cast_level = 0, old_shoottype; 951 int success = 0;
1125 object *skill = NULL;
1126 952
1127 old_shoottype = op->contr ? op->contr->shoottype : 0; 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
1128 956
1129 if (!spell_ob) 957 if (!spell_ob)
1130 { 958 {
1131 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1132 return 0; 960 return 0;
1143 } 971 }
1144 972
1145 /* 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
1146 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1147 */ 975 */
1148 if (caster->path_denied & spell_ob->path_attuned) 976 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1149 { 977 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1151 return 0; 979 return 0;
1152 } 980 }
981
982 object *skill = 0;
1153 983
1154 /* 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
1155 * (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
1156 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1157 * 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
1158 * should take care of that. 988 * should take care of that.
1159 * 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
1160 * 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
1161 * at least process that code. 991 * at least process that code.
1162 */ 992 */
1163 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1164 { 994 {
1165 cast_level = caster_level (caster, spell_ob);
1166 if (spell_ob->skill) 995 if (spell_ob->skill)
1167 { 996 {
1168 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
998
1169 if (!skill) 999 if (!skill)
1170 { 1000 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1001 op->failmsgf ("You need the %s skill to cast %s! "
1002 "H<You either need to learn the skill via a skill scroll "
1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
1004 &spell_ob->skill, &spell_ob->name);
1172 return 0; 1005 return 0;
1173 } 1006 }
1174 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1007
1008 const char *msg = "";
1009
1010 int caster_level = skill->level;
1011
1012 if (op->path_attuned & spell_ob->path_attuned)
1175 { 1013 {
1176 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1014 caster_level += min (caster_level, ATTUNE_REPELL);
1015 msg = " (attuned)";
1016 }
1017
1018 if (op->path_repelled & spell_ob->path_attuned)
1019 {
1020 caster_level -= ATTUNE_REPELL; // negative is ok
1021 msg = " (repelled)";
1022 }
1023
1024 if (spell_ob->level > caster_level)
1025 {
1026 op->failmsgf ("You lack enough skill to cast that spell! "
1027 "H<Your effective cast level is %d%s, but level %d is required.>",
1028 caster_level, msg, spell_ob->level);
1029 if (!op->is_wiz ())
1177 return 0; 1030 return 0;
1178 } 1031 }
1179 } 1032 }
1033
1180 /* 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
1181 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1182 */ 1036 */
1183 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1184 { 1038 {
1185 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1186 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)
1187 { 1041 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1189 return 0; 1043 return 0;
1190 } 1044 }
1045
1191 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1192 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1047 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1193 { 1048 {
1194 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1049 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1195 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)
1196 {
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1051 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1198 }
1199 else 1052 else
1200 { 1053 {
1201 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);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1203 return 0; 1056 return 0;
1204 } 1057 }
1205 } 1058 }
1206 1059
1207 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1208 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) <
1209 (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]))
1210 { 1063 {
1211 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1212 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1065 op->failmsg ("You fumble the prayer.");
1213 if (settings.casting_time == TRUE) 1066
1214 {
1215 op->casting_time = -1;
1216 }
1217 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);
1218 return 0; 1068 return 0;
1219 } 1069 }
1220 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1221 { 1071 {
1222 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1072 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1223 1073
1224 if (failure < 0) 1074 if (failure < 0)
1225 { 1075 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1076 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1227 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1228 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1078 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1229 op->contr->shoottype = (rangetype) old_shoottype; 1079
1230 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1080 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1231 return 0; 1081 return 0;
1232 } 1082 }
1233 } 1083 }
1234 } 1084 }
1235 } 1085 }
1236 1086
1237 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1238 1088
1239 /* See if we can cast a spell here. If the caster and op are 1089 /* See if we can cast a spell here. If the caster and op are
1240 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1241 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1242 * doing. 1092 * doing.
1243 */ 1093 */
1244 1094
1245 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 :-)!
1246 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1247 new_draw_info (NDI_UNIQUE, 0, op, "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!");
1248 return 0; 1099 return 0;
1249 } 1100 }
1250 1101
1251 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1252 && (caster->type != POTION) 1103 && (caster->type != POTION)
1253 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1254 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1255 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1256 && (((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)))
1257 { 1108 {
1258 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1259 return 0; 1110 return 0;
1260 1111
1261 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1263 else 1114 else if (object *item = op->contr->ranged_ob)
1264 switch (op->contr->shoottype)
1265 { 1115 {
1266 case range_magic: 1116 if (item->type == SPELL)
1267 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1268 break; 1118 else if (item->type == SCROLL)
1269 case range_misc: 1119 op->failmsg ("Something blocks the magic of your scroll.");
1270 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1271 break;
1272 case range_golem:
1273 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1274 break;
1275 default:
1276 break;
1277 }
1278 return 0;
1279 }
1280
1281 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1282 {
1283 if (op->casting_time == -1)
1284 { /* begin the casting */
1285 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1286 op->spell = spell_ob;
1287 /* put the stringarg into the object struct so that when the
1288 * spell is actually cast, it knows about the stringarg.
1289 * necessary for the invoke command spells.
1290 */
1291 if (stringarg)
1292 {
1293 op->spellarg = strdup_local (stringarg);
1294 }
1295 else 1120 else
1296 op->spellarg = NULL; 1121 op->failmsg ("Something blocks the magic of your item.");
1297 return 0;
1298 }
1299 else if (op->casting_time != 0)
1300 {
1301 if (op->type == PLAYER)
1302 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1303 return 0;
1304 } 1122 }
1305 else 1123 else
1306 { /* casting_time == 0 */ 1124 op->failmsg ("Something blocks the spell!");
1307 op->casting_time = -1; 1125
1308 spell_ob = op->spell; 1126 return 0;
1309 stringarg = op->spellarg;
1310 }
1311 }
1312 else
1313 { 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1314 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1315 * 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
1316 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1317 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1318 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1319 * the player any time. 1137 * the player any time.
1320 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1139 */
1140 if (caster == op && caster->type != FIREWALL)
1141 {
1142 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1143 /* Other portions of the code may also decrement the speed of the player, so
1144 * put a lower limit so that the player isn't stuck here too long
1321 */ 1145 */
1322 if (caster == op && caster->type != FIREWALL)
1323 {
1324 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1325 /* Other portions of the code may also decrement the speed of the player, so
1326 * put a lower limit so that the player isn't stuck here too long
1327 */
1328 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)
1329 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;
1330 } 1148 }
1331 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)
1332 {
1333 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1334 }
1335 }
1336 1151
1337 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1338 { 1153 {
1339 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);
1340 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);
1345 * object requires. 1160 * object requires.
1346 */ 1161 */
1347 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1348 { 1163 {
1349 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1350 if (!skill) 1166 if (!skill)
1351 { 1167 {
1352 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
1353 return 0; 1169 return 0;
1354 } 1170 }
1355 change_skill (op, skill, 0); /* needed for proper exp credit */
1356 } 1171 }
1172
1173 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
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;
1357 1182
1358 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1359 { 1184 {
1360 /* 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
1361 * in in spells.h. 1186 * in spells.h.
1362 */ 1187 */
1363 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1364 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1365 break; 1190 break;
1366 1191
1367 case SP_RUNE: 1192 case SP_RUNE:
1368 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1369 break; 1194 break;
1370 1195
1371 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1372 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1373 break; 1198 break;
1374 1199
1375 case SP_BOLT: 1200 case SP_BOLT:
1376 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1377 break; 1202 break;
1395 case SP_SMITE: 1220 case SP_SMITE:
1396 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1397 break; 1222 break;
1398 1223
1399 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1400 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1225 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1401 break; 1226 break;
1402 1227
1403 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1404 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1405 old_shoottype = range_golem;
1406 break; 1230 break;
1407 1231
1408 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1409 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1410 * moved. 1234 * moved.
1411 */ 1235 */
1412 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1413 break; 1237 break;
1414 1238
1415 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1416 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1417 { 1241 {
1450 case SP_HEALING: 1274 case SP_HEALING:
1451 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1452 break; 1276 break;
1453 1277
1454 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1455 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1456 break; 1280 break;
1457 1281
1458 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1459 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1460 break; 1284 break;
1470 case SP_CURSE: 1294 case SP_CURSE:
1471 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1472 break; 1296 break;
1473 1297
1474 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1475 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1476 break; 1300 break;
1477 1301
1478 case SP_CHARGING: 1302 case SP_CHARGING:
1479 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1480 break; 1304 break;
1483#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1484 /* Not great, but at least provide feedback so if players do have 1308 /* Not great, but at least provide feedback so if players do have
1485 * polymorph (ie, find it as a preset item or left over from before 1309 * polymorph (ie, find it as a preset item or left over from before
1486 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1487 */ 1311 */
1488 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1489 success = 0; 1313 success = 0;
1490#else 1314#else
1491 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1492#endif 1316#endif
1493 break; 1317 break;
1513 break; 1337 break;
1514 1338
1515 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1516 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)
1517 { 1341 {
1518 new_draw_info_format (NDI_UNIQUE, 0, op, "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);
1519 success = 0; 1343 success = 0;
1520 } 1344 }
1521 else 1345 else
1522 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1346 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1523 break; 1347 break;
1524 1348
1525 case SP_SWARM: 1349 case SP_SWARM:
1526 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1527 break; 1351 break;
1534 /* in rune.c */ 1358 /* in rune.c */
1535 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1536 break; 1360 break;
1537 1361
1538 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1539 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1540 break; 1364 break;
1541 1365
1542 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1543 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1544 break; 1368 break;
1545 1369
1546 case SP_ANIMATE_WEAPON: 1370 case SP_ANIMATE_WEAPON:
1547 success = animate_weapon (op, caster, spell_ob, dir); 1371 success = animate_weapon (op, caster, spell_ob, dir);
1548 old_shoottype = range_golem;
1549 break; 1372 break;
1550 1373
1551 case SP_LIGHT: 1374 case SP_LIGHT:
1552 success = cast_light (op, caster, spell_ob, dir); 1375 success = cast_light (op, caster, spell_ob, dir);
1553 break; 1376 break;
1566 1389
1567 case SP_AURA: 1390 case SP_AURA:
1568 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1569 break; 1392 break;
1570 1393
1571 case SP_TOWN_PORTAL:
1572 success = cast_create_town_portal (op, caster, spell_ob, dir);
1573 break;
1574
1575 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1576 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1577 break; 1396 break;
1578 1397
1579 default: 1398 default:
1580 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1581 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);
1582 }
1583
1584 /* FIXME - we need some better sound suppport */
1585 // yes, for example, augment map info with the spell effect
1586 // so clients can calculate the sounds themselves
1587 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1588
1589 /* free the spell arg */
1590 if (settings.casting_time == TRUE && stringarg)
1591 { 1400 }
1592 free (stringarg); 1401
1593 stringarg = NULL; 1402 // restore chosen_skill
1594 } 1403 op->chosen_skill = chosen_skill;
1595 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1404
1596 * to something like use_magic_item, but you really want to be able to fire 1405 op->play_sound (
1597 * it again. 1406 success
1598 */ 1407 ? spell_ob->sound
1599 if (op->contr) 1408 ? spell_ob->sound
1600 op->contr->shoottype = (rangetype) old_shoottype; 1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1601 1412
1602 return success; 1413 return success;
1603} 1414}
1604 1415
1605
1606/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1607 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1608 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1609 */ 1419 */
1610void 1420void
1611move_spell_effect (object *op) 1421move_spell_effect (object *op)
1612{ 1422{
1652 move_aura (op); 1462 move_aura (op);
1653 break; 1463 break;
1654 } 1464 }
1655} 1465}
1656 1466
1657/* this checks to see if something special should happen if
1658 * something runs into the object.
1659 */
1660void
1661check_spell_effect (object *op)
1662{
1663 switch (op->subtype)
1664 {
1665 case SP_BOLT:
1666 move_bolt (op);
1667 return;
1668
1669 case SP_BULLET:
1670 check_bullet (op);
1671 return;
1672 }
1673}
1674
1675/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1676 * moves onto a spell effect and the walk_on or fly_on flags 1468 * moves onto a spell effect and the walk_on or fly_on flags
1677 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1678 * objects of the appropraite type. 1470 * objects of the appropriate type.
1679 */ 1471 */
1680void 1472void
1681apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1682{ 1474{
1683 switch (spell->subtype) 1475 switch (spell->subtype)
1684 { 1476 {
1685 case SP_CONE: 1477 case SP_CONE:
1686 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1687 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1688 break; 1480 break;
1689 1481
1690 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1691 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1692 { 1484 {
1693 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1694
1695 if (!spell->destroyed ()) 1486 spell->destroy ();
1696 {
1697 remove_ob (spell);
1698 free_object (spell);
1699 }
1700 } 1487 }
1701 break; 1488 break;
1702 1489
1703 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1705 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1706 else if (victim->material || victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1707 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1708 break; 1496 break;
1709 } 1497 }
1710} 1498}
1499
1500/**
1501 * This function will let a fireball explode at the position of
1502 * the victim with a specific maximum level.
1503 */
1504void
1505create_exploding_ball_at (object *victim, int level)
1506{
1507 object *ball = archetype::get (EXPLODING_FIREBALL);
1508 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1509 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1510 ball->insert_at (victim);
1511}

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