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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:55:00 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>
34/* 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
35 * 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
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * 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
153 */ 83 */
154
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158
159 if (spob->other_arch != NULL) 87 if (spob->other_arch)
160 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
161 object *effect = arch_to_object (spob->other_arch);
162
163 effect->x = x;
164 effect->y = y;
165
166 insert_ob_in_map (effect, map, originator, 0);
167 }
168} 89}
169 90
170/* 91static int
171 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
172 * effective level the caster needs to be to cast the spell.
173 * basically, it just adjusts the spell->level with attuned/repelled
174 * spellpaths. Was called path_level_mod
175 *
176 * caster is person casting hte spell.
177 * spell is the spell object.
178 * Returns modified level.
179 */
180int
181min_casting_level (object *caster, object *spell)
182{ 93{
183 int new_level; 94 // compute the attuned/repelled bonus
184 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
185 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
186 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
187 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
188 new_level = spell->level
189 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
190
191 return (new_level < 1) ? 1 : new_level;
192} 99}
193
194 100
195/* This function returns the effective level the spell 101/* This function returns the effective level the spell
196 * is being cast at. 102 * is being cast at.
197 * Note that I changed the repelled/attuned bonus to 2 from 5.
198 * This is because the new code compares casting_level against
199 * min_caster_level, so the difference is effectively 4
200 */ 103 */
201
202int 104int
203caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
204{ 106{
205 int level = caster->level; 107 int level = caster->level;
206
207 /* If this is a player, try to find the matching skill */
208 if (caster->type == PLAYER && spell->skill)
209 for (int i = 0; i < NUM_SKILLS; i++)
210 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
211 {
212 level = caster->contr->last_skill_ob[i]->level;
213 break;
214 }
215 108
216 /* 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. */
217 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
218 { 111 {
219 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);
220 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
221 114
222 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
223 } 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;
224 120
225 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
226 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);
227 128
228 /* 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
229 * errors in various places. 130 * errors in various places.
230 */ 131 */
231 if (level < 1) 132 return clamp (level, 1, settings.max_level);
232 level = 1;
233
234 return level;
235} 133}
236 134
237/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
238 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
239 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
243 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
244 * spell is the spell object. 142 * spell is the spell object.
245 * 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
246 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
247 */ 145 */
248
249sint16 146sint16
250SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
251{ 148{
252 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
253 150
254 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
255 { 152 {
256 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
257 {
258 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));
259 }
260 else 155 else
261 sp = spell->stats.sp; 156 sp = spell->stats.sp;
262 157
263 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
264 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
265 sp = 1; 160 sp = 1;
266 161
267 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
268 {
269 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));
270 }
271 else 164 else
272 grace = spell->stats.grace; 165 grace = spell->stats.grace;
273 166
274 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
275 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
276 grace = 1; 169 grace = 1;
277 } 170 }
278 else 171 else
279 { 172 {
280 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
281 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
282 sp = 1; 175 sp = 1;
176
283 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
284 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
285 grace = 1; 179 grace = 1;
286 } 180 }
181
287 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
288 return MAX (sp, grace); 183 return max (sp, grace);
289 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
290 return grace; 185 return grace;
291 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
292 return sp; 187 return sp;
293 else 188 else
295 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);
296 return 0; 191 return 0;
297 } 192 }
298} 193}
299 194
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}
300 205
301/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
302 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
303 */ 208 */
304int 209int
305SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
306{ 211{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
313 adj /= spob->dam_modifier;
314 else
315 adj = 0;
316 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
317} 216}
318 217
319/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
322 */ 221 */
323int 222int
324SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
325{ 224{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level (caster, spob);
328
329 if (adj < 0)
330 adj = 0;
331 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
332 adj /= spob->duration_modifier;
333 else
334 adj = 0;
335
336 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
337} 229}
338 230
339/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
340 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
341 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
342 */ 234 */
343int 235int
344SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
345{ 237{
346 int level = caster_level (caster, spob);
347 int adj = level - min_casting_level (caster, spob);
348
349 if (adj < 0)
350 adj = 0;
351 if (spob->range_modifier) 238 if (!spob->range_modifier)
352 adj /= spob->range_modifier;
353 else
354 adj = 0;
355
356 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
357} 242}
358 243
359/* 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
360 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
361 * 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.
362 */ 247 */
363object * 248object *
364check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
365{ 250{
366 object *spop; 251 object *spop;
367 252
368 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
369 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
370 return spop; 255 return spop;
371 256
372 return NULL; 257 return 0;
373} 258}
374
375 259
376/* 260/*
377 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
378 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
379 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
380 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
381 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
382 * exact match, we also return NULL. 266 * exact match, we also return NULL.
383 */ 267 */
384
385object * 268object *
386lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
387{ 270{
388 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
389 int nummatch = 0; 272 int nummatch = 0;
390 273
391 if (spname == NULL) 274 if (!spname)
392 return NULL; 275 return 0;
393 276
394 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
395 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
396 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
397 */ 280 */
398 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
399 { 282 {
400 if (spob->type == SPELL) 283 if (spob->type == SPELL)
401 { 284 {
285 // TODO: WTF?
402 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
403 { 287 {
404 nummatch++; 288 nummatch++;
405 spob1 = spob; 289 spob1 = spob;
406 } 290 }
411 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
412 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
413 */ 297 */
414 if (spob2) 298 if (spob2)
415 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
416 spob2 = spob; 301 spob2 = spob;
417 } 302 }
418 } 303 }
419 } 304 }
420 /* 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
421 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
422 */ 307 */
423 if (spob2) 308 if (spob2)
424 return spob2; 309 return spob2;
310
425 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
426 return spob1; 312 return spob1;
313
427 return NULL; 314 return NULL;
428} 315}
429 316
430/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
431 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
435 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
436 */ 323 */
437int 324int
438reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
439{ 326{
440 object *op;
441
442 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
443 return 0; 328 return 0;
329
444 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
445 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
446 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
447 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
448 return 1; 334 return 1;
449 335
450 return 0; 336 return 0;
451} 337}
452 338
453/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
454 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
455 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
456 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
457 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
458 * in. 344 * destroys the object is unsuccessful.
459 */ 345 */
460int 346bool
461cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
462{ 348{
463 maptile *m; 349 mapxy pos (op);
464 sint16 sx, sy; 350 pos.move (dir);
465 351
466 if (dir && 352 if (!pos.normalise ()
467 ((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
468 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
469 { 355 )
470 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
471 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
472 dir = 0;
473 } 356 {
474 new_op->x = op->x + freearr_x[dir]; 357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
475 new_op->y = op->y + freearr_y[dir]; 358 new_op->destroy ();
476 if (dir == 0) 359 return 0;
477 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 360 }
478 else 361
479 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
480 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;
481} 385}
482 386
483/* 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.
484 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
485 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
486 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
487 * 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
488 * 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.
489 * 393 */
490 */
491
492int 394int
493ok_to_put_more (maptile *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)
494{ 396{
495 object *tmp; 397 if (!xy_normalise (m, x, y))
496 int mflags;
497 maptile *mp;
498
499 mp = m;
500 mflags = get_map_flags (m, &mp, x, y, &x, &y);
501
502 if (mflags & P_OUT_OF_MAP)
503 return 0; 398 return 0;
504 399
505 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))
506 return 0; 404 return 0;
507 405
508 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)
509 { 409 {
510 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
511 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
512 * 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
513 * 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
514 * 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
515 * 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
516 * 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
517 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
518 */ 418 */
519 if ((tmp->attacktype & AT_COUNTERSPELL) && 419 if ((tmp->attacktype & AT_COUNTERSPELL)
520 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 420 && !tmp->flag [FLAG_MONSTER]
521 (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))
522 return 0; 433 return 0;
523 434
524 /* This is to prevent 'out of control' spells. Basically, this
525 * limits one spell effect per space per spell. This is definately
526 * needed for performance reasons, and just for playability I believe.
527 * there are no such things as multispaced spells right now, so
528 * we don't need to worry about the head.
529 */
530 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
531 return 0;
532
533 /*
534 * Combine similar spell effects into one spell effect. Needed for
535 * performance reasons with meteor swarm and the like, but also for
536 * playability reasons.
537 */
538 if (tmp->arch == op->arch
539 && tmp->type == op->type 435 if (tmp->type == op->type)
540 && tmp->subtype == op->subtype
541 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
542 { 436 {
543 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
544 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
545 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)
546 return 0; 469 return 0;
547 } 470 }
548 471
549 /* 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
550 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
551 */ 474 */
552 } 475 }
476
553 /* If it passes the above tests, it must be OK */ 477 /* If it passes the above tests, it must be OK */
554 return 1; 478 return 1;
555} 479}
556 480
557/* fire_arch_from_position: fires an archetype. 481/* fire_arch_from_position: fires an archetype.
562 * dir: direction to fire in. 486 * dir: direction to fire in.
563 * 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
564 * to fire. 488 * to fire.
565 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
566 */ 490 */
567
568int 491int
569fire_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)
570{ 493{
571 object *tmp;
572 int mflags;
573 maptile *m;
574
575 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
576 return 0; 495 return 0;
577 496
578 m = op->map; 497 object *tmp = spell->other_arch->instance ();
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 {
582 return 0;
583 }
584 498
585 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
586
587 if (tmp == NULL)
588 return 0; 500 return 0;
589
590 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
593 tmp->destroy ();
594 return 0;
595 }
596 501
597 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);
598 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
599 /* 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 */
600 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
601 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
602 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
603 tmp->x = x;
604 tmp->y = y;
605 tmp->direction = dir; 508 tmp->direction = dir;
606 if (op->owner != NULL)
607 tmp->set_owner (op); 509 tmp->set_owner (op);
608 else
609 tmp->set_owner (op);
610 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
611 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
612 512
613 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
614 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
615 {
616 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
617 return 0; 516 return 0;
618 } 517
619 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
620 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
621 520
622 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
623 return 1;
624
625 move_spell_effect (tmp); 522 move_spell_effect (tmp);
626 523
627 return 1; 524 return 1;
628} 525}
629
630
631 526
632/***************************************************************************** 527/*****************************************************************************
633 * 528 *
634 * Code related to rods - perhaps better located in another file? 529 * Code related to rods - perhaps better located in another file?
635 * 530 *
636 ****************************************************************************/ 531 ****************************************************************************/
637
638void 532void
639regenerate_rod (object *rod) 533regenerate_rod (object *rod)
640{ 534{
641 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
642 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
643 rod->stats.hp += 1 + rod->stats.maxhp / 10;
644
645 if (rod->stats.hp > rod->stats.maxhp)
646 rod->stats.hp = rod->stats.maxhp;
647 }
648} 537}
649
650 538
651void 539void
652drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
653{ 541{
654 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);
655} 543}
656
657
658
659 544
660/* this function is commonly used to find a friendly target for 545/* this function is commonly used to find a friendly target for
661 * spells such as heal or protection or armour 546 * spells such as heal or protection or armour
662 * 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),
663 * 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
664 * NULL if no good object. 549 * NULL if no good object.
665 */ 550 */
666
667object * 551object *
668find_target_for_friendly_spell (object *op, int dir) 552find_target_for_friendly_spell (object *op, int dir)
669{ 553{
670 object *tmp; 554 object *tmp;
671 maptile *m;
672 sint16 x, y;
673 int mflags;
674 555
675 /* 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,
676 * we then make the owner of this object the target. 557 * we then make the owner of this object the target.
677 * The owner could very well be no where near op. 558 * The owner could very well be no where near op.
678 */ 559 */
680 { 561 {
681 tmp = op->owner; 562 tmp = op->owner;
682 /* 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
683 * to the caster. 564 * to the caster.
684 */ 565 */
685 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
686 tmp = op; 567 tmp = op;
687 } 568 }
688 else 569 else
689 { 570 {
690 m = op->map; 571 maptile *m = op->map;
691 x = op->x + freearr_x[dir]; 572 sint16 x = op->x + freearr_x[dir];
692 y = op->y + freearr_y[dir]; 573 sint16 y = op->y + freearr_y[dir];
693
694 mflags = get_map_flags (m, &m, x, y, &x, &y);
695
696 if (mflags & P_OUT_OF_MAP)
697 tmp = 0;
698 else 574
575 tmp = xy_normalise (m, x, y)
699 tmp = m->at (x, y).player (); 576 ? m->at (x, y).player ()
577 : 0;
700 } 578 }
701 579
702 /* 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 */
703 if (!tmp) 581 if (!tmp)
704 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
705 583
706 return tmp; 584 return tmp;
707} 585}
708
709
710 586
711/* raytrace: 587/* raytrace:
712 * 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
713 * 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
714 * live objects. 590 * live objects.
717 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
718 * 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
719 * any, otherwise -1. 595 * any, otherwise -1.
720 * 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.
721 */ 597 */
722
723int 598int
724spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
725{ 600{
726 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
727 sint16 nx, ny; 602 sint16 nx, ny;
744 continue; 619 continue;
745 620
746 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
747 622
748 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
749 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
750 (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))))
751 tmp = tmp->above; 626 tmp = tmp->above;
752 627
753 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
754 return freedir[i]; 629 return freedir[i];
755 } 630 }
756 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
757} 632}
758
759
760 633
761/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
762 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
763 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
764 */ 637 */
765 638static void
766void
767put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
768{ 640{
769 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
770 archetype *at; 642 archetype *at;
771 int dir; 643 int dir;
777 649
778 /* find a free square nearby 650 /* find a free square nearby
779 * first we check the closest square for free squares 651 * first we check the closest square for free squares
780 */ 652 */
781 653
782 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);
783 if (dir != -1) 655 if (dir != -1)
784 { 656 {
785 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
786 * insert multipart monsters properly 658 * insert multipart monsters properly
787 */ 659 */
660 //TODO: use expand_tail + ...
788 while (at != NULL) 661 while (at != NULL)
789 { 662 {
790 tmp = arch_to_object (at); 663 tmp = at->instance ();
791 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
792 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
793 tmp->map = op->map; 666 tmp->map = op->map;
794 if (head) 667 if (head)
795 { 668 {
796 tmp->head = head; 669 tmp->head = head;
797 prev->more = tmp; 670 prev->more = tmp;
798 } 671 }
672
799 if (!head) 673 if (!head)
800 head = tmp; 674 head = tmp;
675
801 prev = tmp; 676 prev = tmp;
677
802 at = at->more; 678 at = (archetype *)at->more;
803 } 679 }
804 680
805 if (head->randomitems) 681 if (head->randomitems)
806 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
807 683
808 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
809 685
810 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
811 tmp = get_archetype ("burnout"); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
812 tmp->map = op->map;
813 tmp->x = op->x + freearr_x[dir];
814 tmp->y = op->y + freearr_y[dir];
815 insert_ob_in_map (tmp, op->map, op, 0);
816 } 688 }
817} 689}
818 690
819/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
820 * places them in nearby squares. 692 * places them in nearby squares.
827 * 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
828 * 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
829 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
830 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
831 */ 703 */
832
833int 704int
834summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
835{ 706{
836 int i; 707 int i;
837 708
847{ 718{
848 int attacktype; 719 int attacktype;
849 int face; 720 int face;
850} ATTACKS[22] = 721} ATTACKS[22] =
851{ 722{
852 {
853 AT_PHYSICAL, 0}, 723 { AT_PHYSICAL, 0},
854 {
855 AT_PHYSICAL, 0}, /*face = explosion */ 724 { AT_PHYSICAL, 0}, /*face = explosion */
856 {
857 AT_PHYSICAL, 0}, 725 { AT_PHYSICAL, 0},
858 {
859 AT_MAGIC, 1}, 726 { AT_MAGIC, 1},
860 {
861 AT_MAGIC, 1}, /* face = last-burnout */ 727 { AT_MAGIC, 1}, /* face = last-burnout */
862 {
863 AT_MAGIC, 1}, 728 { AT_MAGIC, 1},
864 {
865 AT_FIRE, 2}, 729 { AT_FIRE, 2},
866 {
867 AT_FIRE, 2}, /* face = fire.... */ 730 { AT_FIRE, 2}, /* face = fire.... */
868 {
869 AT_FIRE, 2}, 731 { AT_FIRE, 2},
870 {
871 AT_ELECTRICITY, 3}, 732 { AT_ELECTRICITY, 3},
872 {
873 AT_ELECTRICITY, 3}, /* ball_lightning */ 733 { AT_ELECTRICITY, 3}, /* ball_lightning */
874 {
875 AT_ELECTRICITY, 3}, 734 { AT_ELECTRICITY, 3},
876 {
877 AT_COLD, 4}, 735 { AT_COLD, 4},
878 {
879 AT_COLD, 4}, /* face=icestorm */ 736 { AT_COLD, 4}, /* face=icestorm */
880 {
881 AT_COLD, 4}, 737 { AT_COLD, 4},
882 {
883 AT_CONFUSION, 5}, 738 { AT_CONFUSION, 5},
884 {
885 AT_POISON, 7}, 739 { AT_POISON, 7},
886 {
887 AT_POISON, 7}, /* face = acid sphere. generator */ 740 { AT_POISON, 7}, /* face = acid sphere. generator */
888 {
889 AT_POISON, 7}, /* poisoncloud face */ 741 { AT_POISON, 7}, /* poisoncloud face */
890 {
891 AT_SLOW, 8}, 742 { AT_SLOW, 8},
892 {
893 AT_PARALYZE, 9}, 743 { AT_PARALYZE, 9},
894 {
895AT_FEAR, 10}}; 744 { AT_FEAR, 10},
896 745};
897
898 746
899/* shuffle_attack: peterm 747/* shuffle_attack: peterm
900 * This routine shuffles the attack of op to one of the 748 * This routine shuffles the attack of op to one of the
901 * ones in the list. It does this at random. It also 749 * ones in the list. It does this at random. It also
902 * chooses a face appropriate to the attack that is 750 * chooses a face appropriate to the attack that is
925 { 773 {
926 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
927 } 775 }
928} 776}
929 777
930
931/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
932 * at casting a prayer. 779 * at casting a prayer.
933 * op is the player. 780 * op is the player.
934 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
935 * 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.
936 */ 783 */
937 784
938void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
939prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
940{ 789{
941 const char *godname; 790 const char *godname;
942 object *tmp; 791 object *tmp;
943 792
944 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
945 godname = "Your spirit"; 794 godname = "Your spirit";
946 795
947 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
948 { 797 {
949 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);
950 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
951 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
952 tmp->destroy (); 801 tmp->destroy ();
953 } 802 }
954 803
955 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
956 { 805 {
957 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
958 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
959 } 808 }
960 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
961 { 810 {
962 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
963 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
964 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
965 } 815 }
966 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
967 { 817 {
968 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
969 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
970 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
971 } 821 }
972} 822}
973 823
974/* 824/*
975 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
976 * of failure badness. 826 * of failure badness.
977 * op is the player that failed. 827 * op is the player that failed.
978 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
979 * 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.
980 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
981 */ 831 */
982
983void 832void
984spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
985{ 834{
986 object *tmp; 835 object *tmp;
987 836
988 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
989 return; 838 return;
990 839
991 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
992 { 841 {
993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
994 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
995 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
996 tmp->destroy (); 845 tmp->destroy ();
997 } 846 }
998 847
999 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
1000 { 849 {
1001 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!");
1002 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
1003 } 852 }
1004 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
1005 { 854 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
1007 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
1008 } 857 }
1009 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
1010 { 859 {
1011 object *tmp; 860 object *tmp;
1012 861
1013 /* 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 */
1014 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)
1015 { 864 {
1016 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!");
1017 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
1018 867
1019 } 868 }
1020 else 869 else
1021 { 870 {
1022 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!");
1023 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
1024 tmp->level = skill->level; 873 tmp->level = skill->level;
1025 tmp->x = op->x;
1026 tmp->y = op->y;
1027 874
1028 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
1029 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
1030 877
1031 if (power > 25) 878 if (power > 25)
1032 tmp->stats.dam = 25 + isqrt (power); 879 tmp->stats.dam = 25 + isqrt (power);
1033 else 880 else
1034 tmp->stats.dam = power; /* nasty recoils! */ 881 tmp->stats.dam = power; /* nasty recoils! */
1035 882
1036 tmp->stats.maxhp = tmp->count; 883 tmp->stats.maxhp = tmp->count;
1037 insert_ob_in_map (tmp, op->map, NULL, 0); 884
885 tmp->insert_at (op);
1038 } 886 }
1039 } 887 }
1040} 888}
1041 889
1042int 890static int
1043cast_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)
1044{ 892{
1045 int success;
1046 player *pl;
1047 object *spell;
1048
1049 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
1050 { 894 {
1051 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
1052 return 0; 896 return 0;
1053 } 897 }
1054 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1055 900
1056 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1057 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1058 903
1059 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1060 { 905 {
1061 spell->remove (); 906 spell->remove ();
1062 return success; 907 return success;
1063 } 908 }
909
1064 for_all_players (pl) 910 for_all_players (pl)
1065 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
1066 { 912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1067 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1068 } 915
1069 spell->remove (); 916 spell->remove ();
1070 return success; 917 return success;
1071} 918}
1072 919
1073/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1078 * same as op. 925 * same as op.
1079 * 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
1080 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1081 * 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,
1082 * we can determine what to do. 929 * we can determine what to do.
1083 * 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
1084 * 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
1085 * 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,
1086 * etc. 933 * etc.
1087 * 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
1088 * 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
1095 * 942 *
1096 * 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),
1097 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1098 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1099 */ 946 */
1100
1101int 947int
1102cast_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)
1103{ 949{
1104 const char *godname; 950 const char *godname;
1105 int success = 0, mflags, cast_level = 0, old_shoottype; 951 int success = 0;
1106 object *skill = NULL;
1107 952
1108 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
1109 956
1110 if (!spell_ob) 957 if (!spell_ob)
1111 { 958 {
1112 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1113 return 0; 960 return 0;
1124 } 971 }
1125 972
1126 /* 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
1127 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1128 */ 975 */
1129 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])
1130 { 977 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1132 return 0; 979 return 0;
1133 } 980 }
981
982 object *skill = 0;
1134 983
1135 /* 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
1136 * (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
1137 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1138 * 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
1139 * should take care of that. 988 * should take care of that.
1140 * 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
1141 * 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
1142 * at least process that code. 991 * at least process that code.
1143 */ 992 */
1144 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1145 { 994 {
1146 cast_level = caster_level (caster, spell_ob);
1147 if (spell_ob->skill) 995 if (spell_ob->skill)
1148 { 996 {
1149 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
998
1150 if (!skill) 999 if (!skill)
1151 { 1000 {
1152 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);
1153 return 0; 1005 return 0;
1154 } 1006 }
1155 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)
1156 { 1013 {
1157 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 ())
1158 return 0; 1030 return 0;
1159 } 1031 }
1160 } 1032 }
1033
1161 /* 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
1162 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1163 */ 1036 */
1164 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1165 { 1038 {
1166 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1167 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)
1168 { 1041 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1170 return 0; 1043 return 0;
1171 } 1044 }
1045
1172 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1173 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)
1174 { 1048 {
1175 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 -
1176 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)
1177 {
1178 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));
1179 }
1180 else 1052 else
1181 { 1053 {
1182 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);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1184 return 0; 1056 return 0;
1185 } 1057 }
1186 } 1058 }
1187 1059
1188 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1189 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) <
1190 (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]))
1191 { 1063 {
1192 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1193 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1065 op->failmsg ("You fumble the prayer.");
1194 if (settings.casting_time == TRUE) 1066
1195 {
1196 op->casting_time = -1;
1197 }
1198 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);
1199 return 0; 1068 return 0;
1200 } 1069 }
1201 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1202 { 1071 {
1203 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;
1204 1073
1205 if (failure < 0) 1074 if (failure < 0)
1206 { 1075 {
1207 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.");
1208 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1209 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);
1210 op->contr->shoottype = (rangetype) old_shoottype; 1079
1211 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);
1212 return 0; 1081 return 0;
1213 } 1082 }
1214 } 1083 }
1215 } 1084 }
1216 } 1085 }
1217 1086
1218 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1219 1088
1220 /* 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
1221 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1222 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1223 * doing. 1092 * doing.
1224 */ 1093 */
1225 1094
1226 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 :-)!
1227 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1228 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!");
1229 return 0; 1099 return 0;
1230 } 1100 }
1231 1101
1232 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1233 && (caster->type != POTION) 1103 && (caster->type != POTION)
1234 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1235 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1236 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1237 && (((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)))
1238 { 1108 {
1239 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1240 return 0; 1110 return 0;
1241 1111
1242 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1243 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);
1244 else 1114 else if (object *item = op->contr->ranged_ob)
1245 switch (op->contr->shoottype)
1246 { 1115 {
1247 case range_magic: 1116 if (item->type == SPELL)
1248 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1249 break; 1118 else if (item->type == SCROLL)
1250 case range_misc: 1119 op->failmsg ("Something blocks the magic of your scroll.");
1251 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1252 break;
1253 case range_golem:
1254 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1255 break;
1256 default:
1257 break;
1258 }
1259 return 0;
1260 }
1261
1262 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1263 {
1264 if (op->casting_time == -1)
1265 { /* begin the casting */
1266 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1267 op->spell = spell_ob;
1268 /* put the stringarg into the object struct so that when the
1269 * spell is actually cast, it knows about the stringarg.
1270 * necessary for the invoke command spells.
1271 */
1272 if (stringarg)
1273 {
1274 op->spellarg = strdup (stringarg);
1275 }
1276 else 1120 else
1277 op->spellarg = NULL; 1121 op->failmsg ("Something blocks the magic of your item.");
1278 return 0;
1279 }
1280 else if (op->casting_time != 0)
1281 {
1282 if (op->type == PLAYER)
1283 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1284 return 0;
1285 } 1122 }
1286 else 1123 else
1287 { /* casting_time == 0 */ 1124 op->failmsg ("Something blocks the spell!");
1288 op->casting_time = -1; 1125
1289 spell_ob = op->spell; 1126 return 0;
1290 stringarg = op->spellarg;
1291 }
1292 }
1293 else
1294 { 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1295 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1296 * 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
1297 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1298 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1299 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1300 * the player any time. 1137 * the player any time.
1301 * 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
1302 */ 1145 */
1303 if (caster == op && caster->type != FIREWALL)
1304 {
1305 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1306 /* Other portions of the code may also decrement the speed of the player, so
1307 * put a lower limit so that the player isn't stuck here too long
1308 */
1309 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)
1310 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;
1311 } 1148 }
1312 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)
1313 {
1314 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1315 }
1316 }
1317 1151
1318 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1319 { 1153 {
1320 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);
1321 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);
1326 * object requires. 1160 * object requires.
1327 */ 1161 */
1328 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1329 { 1163 {
1330 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1331 if (!skill) 1166 if (!skill)
1332 { 1167 {
1333 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));
1334 return 0; 1169 return 0;
1335 } 1170 }
1336 change_skill (op, skill, 0); /* needed for proper exp credit */
1337 } 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;
1338 1182
1339 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1340 { 1184 {
1341 /* 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
1342 * in in spells.h. 1186 * in spells.h.
1343 */ 1187 */
1344 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1345 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1346 break; 1190 break;
1347 1191
1348 case SP_RUNE: 1192 case SP_RUNE:
1349 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1350 break; 1194 break;
1351 1195
1352 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1353 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1354 break; 1198 break;
1355 1199
1356 case SP_BOLT: 1200 case SP_BOLT:
1357 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1358 break; 1202 break;
1376 case SP_SMITE: 1220 case SP_SMITE:
1377 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1378 break; 1222 break;
1379 1223
1380 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1381 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);
1382 break; 1226 break;
1383 1227
1384 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1385 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1386 old_shoottype = range_golem;
1387 break; 1230 break;
1388 1231
1389 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1390 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1391 * moved. 1234 * moved.
1392 */ 1235 */
1393 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1394 break; 1237 break;
1395 1238
1396 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1397 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1398 { 1241 {
1431 case SP_HEALING: 1274 case SP_HEALING:
1432 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1433 break; 1276 break;
1434 1277
1435 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1436 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1437 break; 1280 break;
1438 1281
1439 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1440 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1441 break; 1284 break;
1451 case SP_CURSE: 1294 case SP_CURSE:
1452 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1453 break; 1296 break;
1454 1297
1455 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1456 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1457 break; 1300 break;
1458 1301
1459 case SP_CHARGING: 1302 case SP_CHARGING:
1460 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1461 break; 1304 break;
1464#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1465 /* 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
1466 * 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
1467 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1468 */ 1311 */
1469 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1470 success = 0; 1313 success = 0;
1471#else 1314#else
1472 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1473#endif 1316#endif
1474 break; 1317 break;
1494 break; 1337 break;
1495 1338
1496 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1497 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)
1498 { 1341 {
1499 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);
1500 success = 0; 1343 success = 0;
1501 } 1344 }
1502 else 1345 else
1503 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);
1504 break; 1347 break;
1505 1348
1506 case SP_SWARM: 1349 case SP_SWARM:
1507 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1508 break; 1351 break;
1515 /* in rune.c */ 1358 /* in rune.c */
1516 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1517 break; 1360 break;
1518 1361
1519 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1520 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1521 break; 1364 break;
1522 1365
1523 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1524 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1525 break; 1368 break;
1526 1369
1527 case SP_ANIMATE_WEAPON: 1370 case SP_ANIMATE_WEAPON:
1528 success = animate_weapon (op, caster, spell_ob, dir); 1371 success = animate_weapon (op, caster, spell_ob, dir);
1529 old_shoottype = range_golem;
1530 break; 1372 break;
1531 1373
1532 case SP_LIGHT: 1374 case SP_LIGHT:
1533 success = cast_light (op, caster, spell_ob, dir); 1375 success = cast_light (op, caster, spell_ob, dir);
1534 break; 1376 break;
1547 1389
1548 case SP_AURA: 1390 case SP_AURA:
1549 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1550 break; 1392 break;
1551 1393
1552 case SP_TOWN_PORTAL:
1553 success = cast_create_town_portal (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1557 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1558 break; 1396 break;
1559 1397
1560 default: 1398 default:
1561 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1562 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);
1563 }
1564
1565 /* FIXME - we need some better sound suppport */
1566 // yes, for example, augment map info with the spell effect
1567 // so clients can calculate the sounds themselves
1568 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1569
1570 /* free the spell arg */
1571 if (settings.casting_time == TRUE && stringarg)
1572 { 1400 }
1573 free (stringarg); 1401
1574 stringarg = NULL; 1402 // restore chosen_skill
1575 } 1403 op->chosen_skill = chosen_skill;
1576 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1404
1577 * to something like use_magic_item, but you really want to be able to fire 1405 op->play_sound (
1578 * it again. 1406 success
1579 */ 1407 ? spell_ob->sound
1580 if (op->contr) 1408 ? spell_ob->sound
1581 op->contr->shoottype = (rangetype) old_shoottype; 1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1582 1412
1583 return success; 1413 return success;
1584} 1414}
1585 1415
1586
1587/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1588 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1589 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1590 */ 1419 */
1591void 1420void
1592move_spell_effect (object *op) 1421move_spell_effect (object *op)
1593{ 1422{
1633 move_aura (op); 1462 move_aura (op);
1634 break; 1463 break;
1635 } 1464 }
1636} 1465}
1637 1466
1638/* this checks to see if something special should happen if
1639 * something runs into the object.
1640 */
1641void
1642check_spell_effect (object *op)
1643{
1644 switch (op->subtype)
1645 {
1646 case SP_BOLT:
1647 move_bolt (op);
1648 return;
1649
1650 case SP_BULLET:
1651 check_bullet (op);
1652 return;
1653 }
1654}
1655
1656/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1657 * 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
1658 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1659 * objects of the appropraite type. 1470 * objects of the appropriate type.
1660 */ 1471 */
1661void 1472void
1662apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1663{ 1474{
1664 switch (spell->subtype) 1475 switch (spell->subtype)
1665 { 1476 {
1666 case SP_CONE: 1477 case SP_CONE:
1667 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1668 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1669 break; 1480 break;
1670 1481
1671 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1672 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1673 { 1484 {
1674 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1675
1676 if (!spell->destroyed ())
1677 spell->destroy (); 1486 spell->destroy ();
1678 } 1487 }
1679 break; 1488 break;
1680 1489
1681 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1683 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 else if (victim->material || victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1685 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1686 break; 1496 break;
1687 } 1497 }
1688} 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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