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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* 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
36 * 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
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * 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
154 */ 83 */
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 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193
194int 104int
195caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
196{ 106{
197 int level = caster->level; 107 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207 108
208 /* 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. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 { 111 {
211 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);
212 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
213 114
214 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
215 } 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;
216 120
217 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
218 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);
219 128
220 /* 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
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 if (level < 1) 132 return clamp (level, 1, settings.max_level);
224 level = 1;
225
226 return level;
227} 133}
228 134
229/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
235 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
236 * spell is the spell object. 142 * spell is the spell object.
237 * 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
238 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
239 */ 145 */
240
241sint16 146sint16
242SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243{ 148{
244 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
245 150
246 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
247 { 152 {
248 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 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));
251 }
252 else 155 else
253 sp = spell->stats.sp; 156 sp = spell->stats.sp;
254 157
255 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
257 sp = 1; 160 sp = 1;
258 161
259 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 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));
262 }
263 else 164 else
264 grace = spell->stats.grace; 165 grace = spell->stats.grace;
265 166
266 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
268 grace = 1; 169 grace = 1;
269 } 170 }
270 else 171 else
271 { 172 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
274 sp = 1; 175 sp = 1;
176
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
277 grace = 1; 179 grace = 1;
278 } 180 }
181
279 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace); 183 return max (sp, grace);
281 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
282 return grace; 185 return grace;
283 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
284 return sp; 187 return sp;
285 else 188 else
287 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);
288 return 0; 191 return 0;
289 } 192 }
290} 193}
291 194
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}
292 205
293/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
295 */ 208 */
296int 209int
297SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
298{ 211{
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
309} 216}
310 217
311/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
314 */ 221 */
315int 222int
316SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
317{ 224{
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->duration_modifier) 225 if (!spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
329} 229}
330 230
331/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
334 */ 234 */
335int 235int
336SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
337{ 237{
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier) 238 if (!spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
349} 242}
350 243
351/* 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
352 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
353 * 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.
354 */ 247 */
355object * 248object *
356check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
357{ 250{
358 object *spop; 251 object *spop;
359 252
360 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
362 return spop; 255 return spop;
363 256
364 return NULL; 257 return 0;
365} 258}
366
367 259
368/* 260/*
369 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
374 * exact match, we also return NULL. 266 * exact match, we also return NULL.
375 */ 267 */
376
377object * 268object *
378lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
379{ 270{
380 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
381 int nummatch = 0; 272 int nummatch = 0;
382 273
383 if (spname == NULL) 274 if (!spname)
384 return NULL; 275 return 0;
385 276
386 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
389 */ 280 */
390 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
391 { 282 {
392 if (spob->type == SPELL) 283 if (spob->type == SPELL)
393 { 284 {
285 // TODO: WTF?
394 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
395 { 287 {
396 nummatch++; 288 nummatch++;
397 spob1 = spob; 289 spob1 = spob;
398 } 290 }
403 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
405 */ 297 */
406 if (spob2) 298 if (spob2)
407 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
408 spob2 = spob; 301 spob2 = spob;
409 } 302 }
410 } 303 }
411 } 304 }
412 /* 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
413 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
414 */ 307 */
415 if (spob2) 308 if (spob2)
416 return spob2; 309 return spob2;
310
417 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
418 return spob1; 312 return spob1;
313
419 return NULL; 314 return NULL;
420} 315}
421 316
422/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
427 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
428 */ 323 */
429int 324int
430reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
431{ 326{
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0; 328 return 0;
329
436 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)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
438 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1; 334 return 1;
441 335
442 return 0; 336 return 0;
443} 337}
444 338
445/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
446 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
447 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
448 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
449 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
450 * in. 344 * destroys the object is unsuccessful.
451 */ 345 */
452int 346bool
453cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
454{ 348{
455 maptile *m; 349 mapxy pos (op);
456 sint16 sx, sy; 350 pos.move (dir);
457 351
458 if (dir && 352 if (!pos.normalise ()
459 ((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
460 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
461 { 355 )
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0;
465 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
466 361
467 op->map->insert (new_op, 362 new_op->set_flag (FLAG_IDENTIFIED);
468 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR);
471 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
472 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;
473} 385}
474 386
475/* 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.
476 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
479 * 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
480 * 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.
481 * 393 */
482 */
483
484int 394int
485ok_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)
486{ 396{
487 object *tmp; 397 if (!xy_normalise (m, x, y))
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0; 398 return 0;
496 399
497 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))
498 return 0; 404 return 0;
499 405
500 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)
501 { 409 {
502 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
504 * 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
505 * 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
506 * 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
507 * 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
508 * 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
509 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
510 */ 418 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) && 419 if ((tmp->attacktype & AT_COUNTERSPELL)
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 420 && !tmp->flag [FLAG_MONSTER]
513 (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))
514 return 0; 433 return 0;
515 434
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
525 /*
526 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons.
529 */
530 if (tmp->arch == op->arch
531 && tmp->type == op->type 435 if (tmp->type == op->type)
532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
534 { 436 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
536 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
537 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)
538 return 0; 469 return 0;
539 } 470 }
540 471
541 /* 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
542 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
543 */ 474 */
544 } 475 }
476
545 /* If it passes the above tests, it must be OK */ 477 /* If it passes the above tests, it must be OK */
546 return 1; 478 return 1;
547} 479}
548 480
549/* fire_arch_from_position: fires an archetype. 481/* fire_arch_from_position: fires an archetype.
554 * dir: direction to fire in. 486 * dir: direction to fire in.
555 * 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
556 * to fire. 488 * to fire.
557 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
558 */ 490 */
559
560int 491int
561fire_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)
562{ 493{
563 object *tmp;
564 int mflags;
565 maptile *m;
566
567 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
568 return 0; 495 return 0;
569 496
570 m = op->map; 497 object *tmp = spell->other_arch->instance ();
571 mflags = get_map_flags (m, &m, x, y, &x, &y);
572 if (mflags & P_OUT_OF_MAP)
573 {
574 return 0;
575 }
576 498
577 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
578
579 if (tmp == NULL)
580 return 0; 500 return 0;
581
582 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
583 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
585 tmp->destroy ();
586 return 0;
587 }
588 501
589 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);
590 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
591 /* 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 */
592 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
593 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
594 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
595 tmp->x = x;
596 tmp->y = y;
597 tmp->direction = dir; 508 tmp->direction = dir;
598 if (op->owner != NULL)
599 tmp->set_owner (op); 509 tmp->set_owner (op);
600 else
601 tmp->set_owner (op);
602 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
603 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
604 512
605 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
606 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
607 {
608 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
609 return 0; 516 return 0;
610 } 517
611 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
612 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
613 520
614 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
615 move_spell_effect (tmp); 522 move_spell_effect (tmp);
616 523
617 return 1; 524 return 1;
618} 525}
619 526
624 ****************************************************************************/ 531 ****************************************************************************/
625void 532void
626regenerate_rod (object *rod) 533regenerate_rod (object *rod)
627{ 534{
628 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
629 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
630 rod->stats.hp += 1 + rod->stats.maxhp / 10;
631
632 if (rod->stats.hp > rod->stats.maxhp)
633 rod->stats.hp = rod->stats.maxhp;
634 }
635} 537}
636
637 538
638void 539void
639drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
640{ 541{
641 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);
642} 543}
643
644
645
646 544
647/* this function is commonly used to find a friendly target for 545/* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour 546 * spells such as heal or protection or armour
649 * 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),
650 * 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
651 * NULL if no good object. 549 * NULL if no good object.
652 */ 550 */
653
654object * 551object *
655find_target_for_friendly_spell (object *op, int dir) 552find_target_for_friendly_spell (object *op, int dir)
656{ 553{
657 object *tmp; 554 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661 555
662 /* 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,
663 * we then make the owner of this object the target. 557 * we then make the owner of this object the target.
664 * The owner could very well be no where near op. 558 * The owner could very well be no where near op.
665 */ 559 */
667 { 561 {
668 tmp = op->owner; 562 tmp = op->owner;
669 /* 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
670 * to the caster. 564 * to the caster.
671 */ 565 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
673 tmp = op; 567 tmp = op;
674 } 568 }
675 else 569 else
676 { 570 {
677 m = op->map; 571 maptile *m = op->map;
678 x = op->x + freearr_x[dir]; 572 sint16 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir]; 573 sint16 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else 574
575 tmp = xy_normalise (m, x, y)
686 tmp = m->at (x, y).player (); 576 ? m->at (x, y).player ()
577 : 0;
687 } 578 }
688 579
689 /* 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 */
690 if (!tmp) 581 if (!tmp)
691 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
692 583
693 return tmp; 584 return tmp;
694} 585}
695
696
697 586
698/* raytrace: 587/* raytrace:
699 * 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
700 * 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
701 * live objects. 590 * live objects.
704 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
705 * 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
706 * any, otherwise -1. 595 * any, otherwise -1.
707 * 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.
708 */ 597 */
709
710int 598int
711spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
712{ 600{
713 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
714 sint16 nx, ny; 602 sint16 nx, ny;
731 continue; 619 continue;
732 620
733 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
734 622
735 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
736 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
737 (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))))
738 tmp = tmp->above; 626 tmp = tmp->above;
739 627
740 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
741 return freedir[i]; 629 return freedir[i];
742 } 630 }
743 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
744} 632}
745
746
747 633
748/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
749 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
750 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
751 */ 637 */
752 638static void
753void
754put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
755{ 640{
756 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
757 archetype *at; 642 archetype *at;
758 int dir; 643 int dir;
764 649
765 /* find a free square nearby 650 /* find a free square nearby
766 * first we check the closest square for free squares 651 * first we check the closest square for free squares
767 */ 652 */
768 653
769 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);
770 if (dir != -1) 655 if (dir != -1)
771 { 656 {
772 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
773 * insert multipart monsters properly 658 * insert multipart monsters properly
774 */ 659 */
660 //TODO: use expand_tail + ...
775 while (at != NULL) 661 while (at != NULL)
776 { 662 {
777 tmp = arch_to_object (at); 663 tmp = at->instance ();
778 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
779 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
780 tmp->map = op->map; 666 tmp->map = op->map;
781 if (head) 667 if (head)
782 { 668 {
783 tmp->head = head; 669 tmp->head = head;
784 prev->more = tmp; 670 prev->more = tmp;
785 } 671 }
672
786 if (!head) 673 if (!head)
787 head = tmp; 674 head = tmp;
675
788 prev = tmp; 676 prev = tmp;
677
789 at = at->more; 678 at = (archetype *)at->more;
790 } 679 }
791 680
792 if (head->randomitems) 681 if (head->randomitems)
793 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794 683
795 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
796 685
797 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
798 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
799 } 688 }
800} 689}
801 690
802/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
803 * places them in nearby squares. 692 * places them in nearby squares.
810 * 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
811 * 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
812 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
813 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
814 */ 703 */
815
816int 704int
817summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
818{ 706{
819 int i; 707 int i;
820 708
830{ 718{
831 int attacktype; 719 int attacktype;
832 int face; 720 int face;
833} ATTACKS[22] = 721} ATTACKS[22] =
834{ 722{
835 {
836 AT_PHYSICAL, 0}, 723 { AT_PHYSICAL, 0},
837 {
838 AT_PHYSICAL, 0}, /*face = explosion */ 724 { AT_PHYSICAL, 0}, /*face = explosion */
839 {
840 AT_PHYSICAL, 0}, 725 { AT_PHYSICAL, 0},
841 {
842 AT_MAGIC, 1}, 726 { AT_MAGIC, 1},
843 {
844 AT_MAGIC, 1}, /* face = last-burnout */ 727 { AT_MAGIC, 1}, /* face = last-burnout */
845 {
846 AT_MAGIC, 1}, 728 { AT_MAGIC, 1},
847 {
848 AT_FIRE, 2}, 729 { AT_FIRE, 2},
849 {
850 AT_FIRE, 2}, /* face = fire.... */ 730 { AT_FIRE, 2}, /* face = fire.... */
851 {
852 AT_FIRE, 2}, 731 { AT_FIRE, 2},
853 {
854 AT_ELECTRICITY, 3}, 732 { AT_ELECTRICITY, 3},
855 {
856 AT_ELECTRICITY, 3}, /* ball_lightning */ 733 { AT_ELECTRICITY, 3}, /* ball_lightning */
857 {
858 AT_ELECTRICITY, 3}, 734 { AT_ELECTRICITY, 3},
859 {
860 AT_COLD, 4}, 735 { AT_COLD, 4},
861 {
862 AT_COLD, 4}, /* face=icestorm */ 736 { AT_COLD, 4}, /* face=icestorm */
863 {
864 AT_COLD, 4}, 737 { AT_COLD, 4},
865 {
866 AT_CONFUSION, 5}, 738 { AT_CONFUSION, 5},
867 {
868 AT_POISON, 7}, 739 { AT_POISON, 7},
869 {
870 AT_POISON, 7}, /* face = acid sphere. generator */ 740 { AT_POISON, 7}, /* face = acid sphere. generator */
871 {
872 AT_POISON, 7}, /* poisoncloud face */ 741 { AT_POISON, 7}, /* poisoncloud face */
873 {
874 AT_SLOW, 8}, 742 { AT_SLOW, 8},
875 {
876 AT_PARALYZE, 9}, 743 { AT_PARALYZE, 9},
877 {
878AT_FEAR, 10}}; 744 { AT_FEAR, 10},
879 745};
880
881 746
882/* shuffle_attack: peterm 747/* shuffle_attack: peterm
883 * This routine shuffles the attack of op to one of the 748 * This routine shuffles the attack of op to one of the
884 * ones in the list. It does this at random. It also 749 * ones in the list. It does this at random. It also
885 * chooses a face appropriate to the attack that is 750 * chooses a face appropriate to the attack that is
908 { 773 {
909 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
910 } 775 }
911} 776}
912 777
913
914/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
915 * at casting a prayer. 779 * at casting a prayer.
916 * op is the player. 780 * op is the player.
917 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
918 * 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.
919 */ 783 */
920 784
921void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
922prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
923{ 789{
924 const char *godname; 790 const char *godname;
925 object *tmp; 791 object *tmp;
926 792
927 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
928 godname = "Your spirit"; 794 godname = "Your spirit";
929 795
930 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
931 { 797 {
932 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);
933 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
934 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
935 tmp->destroy (); 801 tmp->destroy ();
936 } 802 }
937 803
938 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
939 { 805 {
940 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
941 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
942 } 808 }
943 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
944 { 810 {
945 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
946 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
947 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
948 } 815 }
949 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
950 { 817 {
951 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
952 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
953 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
954 } 821 }
955} 822}
956 823
957/* 824/*
958 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
959 * of failure badness. 826 * of failure badness.
960 * op is the player that failed. 827 * op is the player that failed.
961 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
962 * 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.
963 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
964 */ 831 */
965
966void 832void
967spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
968{ 834{
969 object *tmp; 835 object *tmp;
970 836
971 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
972 return; 838 return;
973 839
974 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
975 { 841 {
976 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
977 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
978 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
979 tmp->destroy (); 845 tmp->destroy ();
980 } 846 }
981 847
982 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
983 { 849 {
984 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!");
985 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
986 } 852 }
987 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
988 { 854 {
989 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
990 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
991 } 857 }
992 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
993 { 859 {
994 object *tmp; 860 object *tmp;
995 861
996 /* 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 */
997 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)
998 { 864 {
999 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!");
1000 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
1001 867
1002 } 868 }
1003 else 869 else
1004 { 870 {
1005 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!");
1006 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
1007 tmp->level = skill->level; 873 tmp->level = skill->level;
1008 874
1009 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
1010 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
1011 877
1019 tmp->insert_at (op); 885 tmp->insert_at (op);
1020 } 886 }
1021 } 887 }
1022} 888}
1023 889
1024int 890static int
1025cast_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)
1026{ 892{
1027 int success;
1028 player *pl;
1029 object *spell;
1030
1031 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
1032 { 894 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
1034 return 0; 896 return 0;
1035 } 897 }
1036 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1037 900
1038 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1039 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1040 903
1041 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1042 { 905 {
1043 spell->remove (); 906 spell->remove ();
1044 return success; 907 return success;
1045 } 908 }
909
1046 for_all_players (pl) 910 for_all_players (pl)
1047 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
1048 { 912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1049 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1050 } 915
1051 spell->remove (); 916 spell->remove ();
1052 return success; 917 return success;
1053} 918}
1054 919
1055/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1060 * same as op. 925 * same as op.
1061 * 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
1062 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1063 * 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,
1064 * we can determine what to do. 929 * we can determine what to do.
1065 * 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
1066 * 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
1067 * 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,
1068 * etc. 933 * etc.
1069 * 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
1070 * 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
1077 * 942 *
1078 * 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),
1079 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1080 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1081 */ 946 */
1082
1083int 947int
1084cast_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)
1085{ 949{
1086 const char *godname; 950 const char *godname;
1087 int success = 0, mflags, cast_level = 0, old_shoottype; 951 int success = 0;
1088 object *skill = NULL;
1089 952
1090 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
1091 956
1092 if (!spell_ob) 957 if (!spell_ob)
1093 { 958 {
1094 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1095 return 0; 960 return 0;
1106 } 971 }
1107 972
1108 /* 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
1109 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1110 */ 975 */
1111 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])
1112 { 977 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1114 return 0; 979 return 0;
1115 } 980 }
981
982 object *skill = 0;
1116 983
1117 /* 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
1118 * (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
1119 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1120 * 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
1121 * should take care of that. 988 * should take care of that.
1122 * 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
1123 * 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
1124 * at least process that code. 991 * at least process that code.
1125 */ 992 */
1126 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1127 { 994 {
1128 cast_level = caster_level (caster, spell_ob);
1129 if (spell_ob->skill) 995 if (spell_ob->skill)
1130 { 996 {
1131 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
998
1132 if (!skill) 999 if (!skill)
1133 { 1000 {
1134 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);
1135 return 0; 1005 return 0;
1136 } 1006 }
1137 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)
1138 { 1013 {
1139 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 ())
1140 return 0; 1030 return 0;
1141 } 1031 }
1142 } 1032 }
1033
1143 /* 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
1144 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1145 */ 1036 */
1146 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1147 { 1038 {
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1149 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)
1150 { 1041 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1152 return 0; 1043 return 0;
1153 } 1044 }
1154 1045
1155 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1156 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)
1157 { 1048 {
1158 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 -
1159 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)
1160 {
1161 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));
1162 }
1163 else 1052 else
1164 { 1053 {
1165 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);
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1167 return 0; 1056 return 0;
1168 } 1057 }
1169 } 1058 }
1170 1059
1171 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1172 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) <
1173 (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]))
1174 { 1063 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1065 op->failmsg ("You fumble the prayer.");
1177 if (settings.casting_time == TRUE) 1066
1178 {
1179 op->casting_time = -1;
1180 }
1181 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);
1182 return 0; 1068 return 0;
1183 } 1069 }
1184 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1185 { 1071 {
1186 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;
1187 1073
1188 if (failure < 0) 1074 if (failure < 0)
1189 { 1075 {
1190 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.");
1191 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1192 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);
1193 op->contr->shoottype = (rangetype) old_shoottype; 1079
1194 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);
1195 return 0; 1081 return 0;
1196 } 1082 }
1197 } 1083 }
1198 } 1084 }
1199 } 1085 }
1200 1086
1201 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1202 1088
1203 /* 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
1204 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1205 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1206 * doing. 1092 * doing.
1207 */ 1093 */
1208 1094
1209 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 :-)!
1210 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1211 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!");
1212 return 0; 1099 return 0;
1213 } 1100 }
1214 1101
1215 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1216 && (caster->type != POTION) 1103 && (caster->type != POTION)
1217 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1218 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1219 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1220 && (((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)))
1221 { 1108 {
1222 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1223 return 0; 1110 return 0;
1224 1111
1225 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226 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);
1227 else 1114 else if (object *item = op->contr->ranged_ob)
1228 switch (op->contr->shoottype)
1229 { 1115 {
1230 case range_magic: 1116 if (item->type == SPELL)
1231 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1232 break; 1118 else if (item->type == SCROLL)
1233 case range_misc: 1119 op->failmsg ("Something blocks the magic of your scroll.");
1234 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235 break;
1236 case range_golem:
1237 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1238 break;
1239 default:
1240 break;
1241 }
1242 return 0;
1243 }
1244
1245 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246 {
1247 if (op->casting_time == -1)
1248 { /* begin the casting */
1249 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250 op->spell = spell_ob;
1251 /* put the stringarg into the object struct so that when the
1252 * spell is actually cast, it knows about the stringarg.
1253 * necessary for the invoke command spells.
1254 */
1255 if (stringarg)
1256 {
1257 op->spellarg = strdup (stringarg);
1258 }
1259 else 1120 else
1260 op->spellarg = NULL; 1121 op->failmsg ("Something blocks the magic of your item.");
1261 return 0;
1262 }
1263 else if (op->casting_time != 0)
1264 {
1265 if (op->type == PLAYER)
1266 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267 return 0;
1268 } 1122 }
1269 else 1123 else
1270 { /* casting_time == 0 */ 1124 op->failmsg ("Something blocks the spell!");
1271 op->casting_time = -1; 1125
1272 spell_ob = op->spell; 1126 return 0;
1273 stringarg = op->spellarg;
1274 }
1275 }
1276 else
1277 { 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1278 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1279 * 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
1280 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1281 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1282 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1283 * the player any time. 1137 * the player any time.
1284 * 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
1285 */ 1145 */
1286 if (caster == op && caster->type != FIREWALL)
1287 {
1288 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 /* Other portions of the code may also decrement the speed of the player, so
1290 * put a lower limit so that the player isn't stuck here too long
1291 */
1292 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)
1293 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;
1294 } 1148 }
1295 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)
1296 {
1297 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1298 }
1299 }
1300 1151
1301 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1302 { 1153 {
1303 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);
1304 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);
1309 * object requires. 1160 * object requires.
1310 */ 1161 */
1311 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1312 { 1163 {
1313 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1314 if (!skill) 1166 if (!skill)
1315 { 1167 {
1316 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));
1317 return 0; 1169 return 0;
1318 } 1170 }
1319 change_skill (op, skill, 0); /* needed for proper exp credit */
1320 } 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;
1321 1182
1322 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1323 { 1184 {
1324 /* 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
1325 * in in spells.h. 1186 * in spells.h.
1326 */ 1187 */
1327 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1328 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1329 break; 1190 break;
1330 1191
1331 case SP_RUNE: 1192 case SP_RUNE:
1332 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1333 break; 1194 break;
1334 1195
1335 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1336 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1337 break; 1198 break;
1338 1199
1339 case SP_BOLT: 1200 case SP_BOLT:
1340 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1341 break; 1202 break;
1359 case SP_SMITE: 1220 case SP_SMITE:
1360 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1361 break; 1222 break;
1362 1223
1363 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1364 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);
1365 break; 1226 break;
1366 1227
1367 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1368 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1369 old_shoottype = range_golem;
1370 break; 1230 break;
1371 1231
1372 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1373 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1374 * moved. 1234 * moved.
1375 */ 1235 */
1376 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1377 break; 1237 break;
1378 1238
1379 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1380 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1381 { 1241 {
1414 case SP_HEALING: 1274 case SP_HEALING:
1415 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1416 break; 1276 break;
1417 1277
1418 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1419 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1420 break; 1280 break;
1421 1281
1422 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1423 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1424 break; 1284 break;
1434 case SP_CURSE: 1294 case SP_CURSE:
1435 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1436 break; 1296 break;
1437 1297
1438 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1439 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1440 break; 1300 break;
1441 1301
1442 case SP_CHARGING: 1302 case SP_CHARGING:
1443 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1444 break; 1304 break;
1447#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1448 /* 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
1449 * 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
1450 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1451 */ 1311 */
1452 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1453 success = 0; 1313 success = 0;
1454#else 1314#else
1455 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1456#endif 1316#endif
1457 break; 1317 break;
1477 break; 1337 break;
1478 1338
1479 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1480 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)
1481 { 1341 {
1482 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);
1483 success = 0; 1343 success = 0;
1484 } 1344 }
1485 else 1345 else
1486 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);
1487 break; 1347 break;
1488 1348
1489 case SP_SWARM: 1349 case SP_SWARM:
1490 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1491 break; 1351 break;
1498 /* in rune.c */ 1358 /* in rune.c */
1499 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1500 break; 1360 break;
1501 1361
1502 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1503 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1504 break; 1364 break;
1505 1365
1506 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1507 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1508 break; 1368 break;
1509 1369
1510 case SP_ANIMATE_WEAPON: 1370 case SP_ANIMATE_WEAPON:
1511 success = animate_weapon (op, caster, spell_ob, dir); 1371 success = animate_weapon (op, caster, spell_ob, dir);
1512 old_shoottype = range_golem;
1513 break; 1372 break;
1514 1373
1515 case SP_LIGHT: 1374 case SP_LIGHT:
1516 success = cast_light (op, caster, spell_ob, dir); 1375 success = cast_light (op, caster, spell_ob, dir);
1517 break; 1376 break;
1530 1389
1531 case SP_AURA: 1390 case SP_AURA:
1532 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1533 break; 1392 break;
1534 1393
1535 case SP_TOWN_PORTAL:
1536 success = cast_create_town_portal (op, caster, spell_ob, dir);
1537 break;
1538
1539 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1540 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1541 break; 1396 break;
1542 1397
1543 default: 1398 default:
1544 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545 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);
1546 }
1547
1548 /* FIXME - we need some better sound suppport */
1549 // yes, for example, augment map info with the spell effect
1550 // so clients can calculate the sounds themselves
1551 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1552
1553 /* free the spell arg */
1554 if (settings.casting_time == TRUE && stringarg)
1555 { 1400 }
1556 free (stringarg); 1401
1557 stringarg = NULL; 1402 // restore chosen_skill
1558 } 1403 op->chosen_skill = chosen_skill;
1559 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1404
1560 * to something like use_magic_item, but you really want to be able to fire 1405 op->play_sound (
1561 * it again. 1406 success
1562 */ 1407 ? spell_ob->sound
1563 if (op->contr) 1408 ? spell_ob->sound
1564 op->contr->shoottype = (rangetype) old_shoottype; 1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1565 1412
1566 return success; 1413 return success;
1567} 1414}
1568 1415
1569
1570/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1571 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1572 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1573 */ 1419 */
1574void 1420void
1575move_spell_effect (object *op) 1421move_spell_effect (object *op)
1576{ 1422{
1616 move_aura (op); 1462 move_aura (op);
1617 break; 1463 break;
1618 } 1464 }
1619} 1465}
1620 1466
1621/* this checks to see if something special should happen if
1622 * something runs into the object.
1623 */
1624void
1625check_spell_effect (object *op)
1626{
1627 switch (op->subtype)
1628 {
1629 case SP_BOLT:
1630 move_bolt (op);
1631 return;
1632
1633 case SP_BULLET:
1634 check_bullet (op);
1635 return;
1636 }
1637}
1638
1639/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1640 * 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
1641 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1642 * objects of the appropraite type. 1470 * objects of the appropriate type.
1643 */ 1471 */
1644void 1472void
1645apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1646{ 1474{
1647 switch (spell->subtype) 1475 switch (spell->subtype)
1648 { 1476 {
1649 case SP_CONE: 1477 case SP_CONE:
1650 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1651 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1652 break; 1480 break;
1653 1481
1654 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1655 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1656 { 1484 {
1657 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1658
1659 if (!spell->destroyed ())
1660 spell->destroy (); 1486 spell->destroy ();
1661 } 1487 }
1662 break; 1488 break;
1663 1489
1664 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1668 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1669 break; 1496 break;
1670 } 1497 }
1671} 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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