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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.38 by root, Fri Feb 23 21:52:21 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
23 */ 21 *
24 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
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 */
193int 104int
194caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
195{ 106{
196 int level = caster->level; 107 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 108
207 /* 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. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 111 {
210 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);
211 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
212 114
213 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
214 } 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;
215 120
216 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 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 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
224} 133}
225 134
226/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
227 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
228 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
232 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 142 * spell is the spell object.
234 * 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
235 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
236 */ 145 */
237
238sint16 146sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 148{
241 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
242 150
243 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
244 { 152 {
245 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
246 {
247 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));
248 }
249 else 155 else
250 sp = spell->stats.sp; 156 sp = spell->stats.sp;
251 157
252 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
253 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
254 sp = 1; 160 sp = 1;
255 161
256 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
257 {
258 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));
259 }
260 else 164 else
261 grace = spell->stats.grace; 165 grace = spell->stats.grace;
262 166
263 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
264 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
265 grace = 1; 169 grace = 1;
266 } 170 }
267 else 171 else
268 { 172 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
271 sp = 1; 175 sp = 1;
176
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
274 grace = 1; 179 grace = 1;
275 } 180 }
181
276 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 183 return max (sp, grace);
278 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
279 return grace; 185 return grace;
280 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
281 return sp; 187 return sp;
282 else 188 else
284 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);
285 return 0; 191 return 0;
286 } 192 }
287} 193}
288 194
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}
289 205
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
292 */ 208 */
293int 209int
294SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
295{ 211{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 216}
307 217
308/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
311 */ 221 */
312int 222int
313SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
314{ 224{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 229}
327 230
328/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
331 */ 234 */
332int 235int
333SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
334{ 237{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 238 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 242}
347 243
348/* 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
349 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
350 * 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.
351 */ 247 */
352object * 248object *
353check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
354{ 250{
355 object *spop; 251 object *spop;
356 252
357 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
359 return spop; 255 return spop;
360 256
361 return NULL; 257 return 0;
362} 258}
363
364 259
365/* 260/*
366 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 266 * exact match, we also return NULL.
372 */ 267 */
373
374object * 268object *
375lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
376{ 270{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
378 int nummatch = 0; 272 int nummatch = 0;
379 273
380 if (spname == NULL) 274 if (!spname)
381 return NULL; 275 return 0;
382 276
383 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
386 */ 280 */
387 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
388 { 282 {
389 if (spob->type == SPELL) 283 if (spob->type == SPELL)
390 { 284 {
285 // TODO: WTF?
391 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
392 { 287 {
393 nummatch++; 288 nummatch++;
394 spob1 = spob; 289 spob1 = spob;
395 } 290 }
400 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
402 */ 297 */
403 if (spob2) 298 if (spob2)
404 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
405 spob2 = spob; 301 spob2 = spob;
406 } 302 }
407 } 303 }
408 } 304 }
409 /* 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
410 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
411 */ 307 */
412 if (spob2) 308 if (spob2)
413 return spob2; 309 return spob2;
310
414 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
415 return spob1; 312 return spob1;
313
416 return NULL; 314 return NULL;
417} 315}
418 316
419/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
420 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
424 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
425 */ 323 */
426int 324int
427reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
428{ 326{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 328 return 0;
329
433 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)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 334 return 1;
438 335
439 return 0; 336 return 0;
440} 337}
441 338
442/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
443 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
444 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
445 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
446 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
447 * in. 344 * destroys the object is unsuccessful.
448 */ 345 */
449int 346bool
450cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
451{ 348{
452 maptile *m; 349 mapxy pos (op);
453 sint16 sx, sy; 350 pos.move (dir);
454 351
455 if (dir && 352 if (!pos.normalise ()
456 ((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
457 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
458 { 355 )
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0;
462 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
463 361
464 op->map->insert (new_op, 362 new_op->set_flag (FLAG_IDENTIFIED);
465 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR);
468 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
469 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;
470} 385}
471 386
472/* 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.
473 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
474 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
475 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
476 * 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
477 * 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.
478 *
479 */ 393 */
480int 394int
481ok_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)
482{ 396{
483 if (!xy_normalise (m, x, y)) 397 if (!xy_normalise (m, x, y))
484 return 0; 398 return 0;
485 399
486 mapspace &ms = m->at (x, y); 400 mapspace &ms = m->at (x, y);
401 ms.update ();
487 402
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 404 return 0;
490 405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
492 { 409 {
493 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
494 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
495 * 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
496 * 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
497 * 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
498 * 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
499 * 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
500 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
501 */ 418 */
502 if ((tmp->attacktype & AT_COUNTERSPELL) && 419 if ((tmp->attacktype & AT_COUNTERSPELL)
503 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 420 && !tmp->flag [FLAG_MONSTER]
504 (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))
505 return 0; 433 return 0;
506 434
507 /* This is to prevent 'out of control' spells. Basically, this
508 * limits one spell effect per space per spell. This is definately
509 * needed for performance reasons, and just for playability I believe.
510 * there are no such things as multispaced spells right now, so
511 * we don't need to worry about the head.
512 */
513 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
514 return 0;
515
516 /*
517 * Combine similar spell effects into one spell effect. Needed for
518 * performance reasons with meteor swarm and the like, but also for
519 * playability reasons.
520 */
521 if (tmp->arch == op->arch
522 && tmp->type == op->type 435 if (tmp->type == op->type)
523 && tmp->subtype == op->subtype
524 && tmp->owner == op->owner
525 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
526 { 436 {
527 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
528 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
529 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)
530 return 0; 469 return 0;
531 } 470 }
532 471
533 /* 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
534 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
535 */ 474 */
547 * dir: direction to fire in. 486 * dir: direction to fire in.
548 * 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
549 * to fire. 488 * to fire.
550 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
551 */ 490 */
552
553int 491int
554fire_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)
555{ 493{
556 object *tmp;
557 int mflags;
558 maptile *m;
559
560 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
561 return 0; 495 return 0;
562 496
563 m = op->map; 497 object *tmp = spell->other_arch->instance ();
564 mflags = get_map_flags (m, &m, x, y, &x, &y);
565 if (mflags & P_OUT_OF_MAP)
566 {
567 return 0;
568 }
569 498
570 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
571
572 if (tmp == NULL)
573 return 0; 500 return 0;
574
575 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
576 {
577 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
578 tmp->destroy ();
579 return 0;
580 }
581 501
582 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);
583 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
584 /* 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 */
585 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
586 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
587 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
588 tmp->x = x;
589 tmp->y = y;
590 tmp->direction = dir; 508 tmp->direction = dir;
591 if (op->owner != NULL)
592 tmp->set_owner (op); 509 tmp->set_owner (op);
593 else
594 tmp->set_owner (op);
595 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
596 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
597 512
598 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
599 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
600 {
601 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
602 return 0; 516 return 0;
603 } 517
604 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
605 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
606 520
607 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
608 move_spell_effect (tmp); 522 move_spell_effect (tmp);
609 523
610 return 1; 524 return 1;
611} 525}
612 526
617 ****************************************************************************/ 531 ****************************************************************************/
618void 532void
619regenerate_rod (object *rod) 533regenerate_rod (object *rod)
620{ 534{
621 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
622 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
623 rod->stats.hp += 1 + rod->stats.maxhp / 10;
624
625 if (rod->stats.hp > rod->stats.maxhp)
626 rod->stats.hp = rod->stats.maxhp;
627 }
628} 537}
629
630 538
631void 539void
632drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
633{ 541{
634 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);
653 { 561 {
654 tmp = op->owner; 562 tmp = op->owner;
655 /* 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
656 * to the caster. 564 * to the caster.
657 */ 565 */
658 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
659 tmp = op; 567 tmp = op;
660 } 568 }
661 else 569 else
662 { 570 {
663 maptile *m = op->map; 571 maptile *m = op->map;
673 if (!tmp) 581 if (!tmp)
674 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
675 583
676 return tmp; 584 return tmp;
677} 585}
678
679
680 586
681/* raytrace: 587/* raytrace:
682 * 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
683 * 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
684 * live objects. 590 * live objects.
687 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
688 * 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
689 * any, otherwise -1. 595 * any, otherwise -1.
690 * 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.
691 */ 597 */
692
693int 598int
694spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
695{ 600{
696 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
697 sint16 nx, ny; 602 sint16 nx, ny;
714 continue; 619 continue;
715 620
716 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
717 622
718 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
719 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
720 (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))))
721 tmp = tmp->above; 626 tmp = tmp->above;
722 627
723 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
724 return freedir[i]; 629 return freedir[i];
725 } 630 }
726 return -1; /* flag for "keep going the way you were" */ 631 return -1; /* flag for "keep going the way you were" */
727} 632}
728
729
730 633
731/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
732 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
733 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
734 */ 637 */
735 638static void
736void
737put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
738{ 640{
739 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
740 archetype *at; 642 archetype *at;
741 int dir; 643 int dir;
747 649
748 /* find a free square nearby 650 /* find a free square nearby
749 * first we check the closest square for free squares 651 * first we check the closest square for free squares
750 */ 652 */
751 653
752 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);
753 if (dir != -1) 655 if (dir != -1)
754 { 656 {
755 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
756 * insert multipart monsters properly 658 * insert multipart monsters properly
757 */ 659 */
660 //TODO: use expand_tail + ...
758 while (at != NULL) 661 while (at != NULL)
759 { 662 {
760 tmp = arch_to_object (at); 663 tmp = at->instance ();
761 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
762 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
763 tmp->map = op->map; 666 tmp->map = op->map;
764 if (head) 667 if (head)
765 { 668 {
766 tmp->head = head; 669 tmp->head = head;
767 prev->more = tmp; 670 prev->more = tmp;
768 } 671 }
672
769 if (!head) 673 if (!head)
770 head = tmp; 674 head = tmp;
675
771 prev = tmp; 676 prev = tmp;
677
772 at = at->more; 678 at = (archetype *)at->more;
773 } 679 }
774 680
775 if (head->randomitems) 681 if (head->randomitems)
776 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
777 683
778 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
779 685
780 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
781 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);
782 } 688 }
783} 689}
784 690
785/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
786 * places them in nearby squares. 692 * places them in nearby squares.
793 * 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
794 * 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
795 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
796 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
797 */ 703 */
798
799int 704int
800summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
801{ 706{
802 int i; 707 int i;
803 708
813{ 718{
814 int attacktype; 719 int attacktype;
815 int face; 720 int face;
816} ATTACKS[22] = 721} ATTACKS[22] =
817{ 722{
818 {
819 AT_PHYSICAL, 0}, 723 { AT_PHYSICAL, 0},
820 {
821 AT_PHYSICAL, 0}, /*face = explosion */ 724 { AT_PHYSICAL, 0}, /*face = explosion */
822 {
823 AT_PHYSICAL, 0}, 725 { AT_PHYSICAL, 0},
824 {
825 AT_MAGIC, 1}, 726 { AT_MAGIC, 1},
826 {
827 AT_MAGIC, 1}, /* face = last-burnout */ 727 { AT_MAGIC, 1}, /* face = last-burnout */
828 {
829 AT_MAGIC, 1}, 728 { AT_MAGIC, 1},
830 {
831 AT_FIRE, 2}, 729 { AT_FIRE, 2},
832 {
833 AT_FIRE, 2}, /* face = fire.... */ 730 { AT_FIRE, 2}, /* face = fire.... */
834 {
835 AT_FIRE, 2}, 731 { AT_FIRE, 2},
836 {
837 AT_ELECTRICITY, 3}, 732 { AT_ELECTRICITY, 3},
838 {
839 AT_ELECTRICITY, 3}, /* ball_lightning */ 733 { AT_ELECTRICITY, 3}, /* ball_lightning */
840 {
841 AT_ELECTRICITY, 3}, 734 { AT_ELECTRICITY, 3},
842 {
843 AT_COLD, 4}, 735 { AT_COLD, 4},
844 {
845 AT_COLD, 4}, /* face=icestorm */ 736 { AT_COLD, 4}, /* face=icestorm */
846 {
847 AT_COLD, 4}, 737 { AT_COLD, 4},
848 {
849 AT_CONFUSION, 5}, 738 { AT_CONFUSION, 5},
850 {
851 AT_POISON, 7}, 739 { AT_POISON, 7},
852 {
853 AT_POISON, 7}, /* face = acid sphere. generator */ 740 { AT_POISON, 7}, /* face = acid sphere. generator */
854 {
855 AT_POISON, 7}, /* poisoncloud face */ 741 { AT_POISON, 7}, /* poisoncloud face */
856 {
857 AT_SLOW, 8}, 742 { AT_SLOW, 8},
858 {
859 AT_PARALYZE, 9}, 743 { AT_PARALYZE, 9},
860 {
861AT_FEAR, 10}}; 744 { AT_FEAR, 10},
862 745};
863
864 746
865/* shuffle_attack: peterm 747/* shuffle_attack: peterm
866 * This routine shuffles the attack of op to one of the 748 * This routine shuffles the attack of op to one of the
867 * ones in the list. It does this at random. It also 749 * ones in the list. It does this at random. It also
868 * chooses a face appropriate to the attack that is 750 * chooses a face appropriate to the attack that is
891 { 773 {
892 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
893 } 775 }
894} 776}
895 777
896
897/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
898 * at casting a prayer. 779 * at casting a prayer.
899 * op is the player. 780 * op is the player.
900 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
901 * 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.
902 */ 783 */
903 784
904void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
905prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
906{ 789{
907 const char *godname; 790 const char *godname;
908 object *tmp; 791 object *tmp;
909 792
910 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
911 godname = "Your spirit"; 794 godname = "Your spirit";
912 795
913 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
914 { 797 {
915 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);
916 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
917 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
918 tmp->destroy (); 801 tmp->destroy ();
919 } 802 }
920 803
921 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
922 { 805 {
923 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
924 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
925 } 808 }
926 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
927 { 810 {
928 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
929 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
930 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
931 } 815 }
932 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
933 { 817 {
934 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
935 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
936 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
937 } 821 }
938} 822}
939 823
940/* 824/*
941 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
942 * of failure badness. 826 * of failure badness.
943 * op is the player that failed. 827 * op is the player that failed.
944 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
945 * 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.
946 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
947 */ 831 */
948
949void 832void
950spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
951{ 834{
952 object *tmp; 835 object *tmp;
953 836
954 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
955 return; 838 return;
956 839
957 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
958 { 841 {
959 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
960 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
961 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
962 tmp->destroy (); 845 tmp->destroy ();
963 } 846 }
964 847
965 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
966 { 849 {
967 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!");
968 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
969 } 852 }
970 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
971 { 854 {
972 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
973 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
974 } 857 }
975 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
976 { 859 {
977 object *tmp; 860 object *tmp;
978 861
979 /* 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 */
980 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)
981 { 864 {
982 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!");
983 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
984 867
985 } 868 }
986 else 869 else
987 { 870 {
988 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!");
989 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
990 tmp->level = skill->level; 873 tmp->level = skill->level;
991 874
992 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
993 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
994 877
1002 tmp->insert_at (op); 885 tmp->insert_at (op);
1003 } 886 }
1004 } 887 }
1005} 888}
1006 889
1007int 890static int
1008cast_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)
1009{ 892{
1010 int success;
1011 player *pl;
1012 object *spell;
1013
1014 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
1015 { 894 {
1016 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
1017 return 0; 896 return 0;
1018 } 897 }
1019 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1020 900
1021 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1022 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1023 903
1024 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1025 { 905 {
1026 spell->remove (); 906 spell->remove ();
1027 return success; 907 return success;
1028 } 908 }
909
1029 for_all_players (pl) 910 for_all_players (pl)
1030 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
1031 { 912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1032 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1033 } 915
1034 spell->remove (); 916 spell->remove ();
1035 return success; 917 return success;
1036} 918}
1037 919
1038/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1043 * same as op. 925 * same as op.
1044 * 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
1045 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1046 * 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,
1047 * we can determine what to do. 929 * we can determine what to do.
1048 * 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
1049 * 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
1050 * 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,
1051 * etc. 933 * etc.
1052 * 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
1053 * 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
1060 * 942 *
1061 * 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),
1062 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1063 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1064 */ 946 */
1065
1066int 947int
1067cast_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)
1068{ 949{
1069 const char *godname; 950 const char *godname;
1070 int success = 0, mflags, cast_level = 0, old_shoottype; 951 int success = 0;
1071 object *skill = NULL;
1072 952
1073 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
1074 956
1075 if (!spell_ob) 957 if (!spell_ob)
1076 { 958 {
1077 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1078 return 0; 960 return 0;
1089 } 971 }
1090 972
1091 /* 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
1092 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1093 */ 975 */
1094 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])
1095 { 977 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1097 return 0; 979 return 0;
1098 } 980 }
981
982 object *skill = 0;
1099 983
1100 /* 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
1101 * (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
1102 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1103 * 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
1104 * should take care of that. 988 * should take care of that.
1105 * 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
1106 * 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
1107 * at least process that code. 991 * at least process that code.
1108 */ 992 */
1109 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1110 { 994 {
1111 cast_level = caster_level (caster, spell_ob);
1112 if (spell_ob->skill) 995 if (spell_ob->skill)
1113 { 996 {
1114 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
998
1115 if (!skill) 999 if (!skill)
1116 { 1000 {
1117 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);
1118 return 0; 1005 return 0;
1119 } 1006 }
1120 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)
1121 { 1013 {
1122 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 ())
1123 return 0; 1030 return 0;
1124 } 1031 }
1125 } 1032 }
1033
1126 /* 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
1127 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1128 */ 1036 */
1129 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1130 { 1038 {
1131 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1132 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)
1133 { 1041 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1135 return 0; 1043 return 0;
1136 } 1044 }
1137 1045
1138 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1139 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)
1140 { 1048 {
1141 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 -
1142 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)
1143 {
1144 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));
1145 }
1146 else 1052 else
1147 { 1053 {
1148 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);
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1150 return 0; 1056 return 0;
1151 } 1057 }
1152 } 1058 }
1153 1059
1154 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1155 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) <
1156 (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]))
1157 { 1063 {
1158 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1159 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1065 op->failmsg ("You fumble the prayer.");
1160
1161 if (settings.casting_time == TRUE)
1162 op->casting_time = -1;
1163 1066
1164 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);
1165 return 0; 1068 return 0;
1166 } 1069 }
1167 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1168 { 1071 {
1169 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;
1170 1073
1171 if (failure < 0) 1074 if (failure < 0)
1172 { 1075 {
1173 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.");
1174 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1175 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);
1176 op->contr->shoottype = (rangetype) old_shoottype; 1079
1177 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);
1178 return 0; 1081 return 0;
1179 } 1082 }
1180 } 1083 }
1181 } 1084 }
1182 } 1085 }
1183 1086
1184 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1185 1088
1186 /* 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
1187 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1188 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1189 * doing. 1092 * doing.
1190 */ 1093 */
1191 1094
1192 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 :-)!
1193 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1194 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!");
1195 return 0; 1099 return 0;
1196 } 1100 }
1197 1101
1198 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1199 && (caster->type != POTION) 1103 && (caster->type != POTION)
1200 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1201 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1202 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1203 && (((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)))
1204 { 1108 {
1205 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1206 return 0; 1110 return 0;
1207 1111
1208 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1209 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);
1210 else 1114 else if (object *item = op->contr->ranged_ob)
1211 switch (op->contr->shoottype)
1212 { 1115 {
1213 case range_magic: 1116 if (item->type == SPELL)
1214 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1215 break; 1118 else if (item->type == SCROLL)
1216 case range_misc: 1119 op->failmsg ("Something blocks the magic of your scroll.");
1217 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1218 break;
1219 case range_golem:
1220 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1221 break;
1222 default:
1223 break;
1224 }
1225 return 0;
1226 }
1227
1228 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1229 {
1230 if (op->casting_time == -1)
1231 { /* begin the casting */
1232 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1233 op->spell = spell_ob;
1234 /* put the stringarg into the object struct so that when the
1235 * spell is actually cast, it knows about the stringarg.
1236 * necessary for the invoke command spells.
1237 */
1238 if (stringarg)
1239 {
1240 op->spellarg = strdup (stringarg);
1241 }
1242 else 1120 else
1243 op->spellarg = NULL; 1121 op->failmsg ("Something blocks the magic of your item.");
1244 return 0;
1245 }
1246 else if (op->casting_time != 0)
1247 {
1248 if (op->type == PLAYER)
1249 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1250 return 0;
1251 } 1122 }
1252 else 1123 else
1253 { /* casting_time == 0 */ 1124 op->failmsg ("Something blocks the spell!");
1254 op->casting_time = -1; 1125
1255 spell_ob = op->spell; 1126 return 0;
1256 stringarg = op->spellarg;
1257 }
1258 }
1259 else
1260 { 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1261 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1262 * 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
1263 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1264 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1265 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1266 * the player any time. 1137 * the player any time.
1267 * 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
1268 */ 1145 */
1269 if (caster == op && caster->type != FIREWALL)
1270 {
1271 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1272 /* Other portions of the code may also decrement the speed of the player, so
1273 * put a lower limit so that the player isn't stuck here too long
1274 */
1275 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)
1276 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;
1277 } 1148 }
1278 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)
1279 {
1280 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1281 }
1282 }
1283 1151
1284 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1285 { 1153 {
1286 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);
1287 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);
1292 * object requires. 1160 * object requires.
1293 */ 1161 */
1294 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1295 { 1163 {
1296 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1297 if (!skill) 1166 if (!skill)
1298 { 1167 {
1299 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));
1300 return 0; 1169 return 0;
1301 } 1170 }
1302 change_skill (op, skill, 0); /* needed for proper exp credit */
1303 } 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;
1304 1182
1305 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1306 { 1184 {
1307 /* 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
1308 * in in spells.h. 1186 * in spells.h.
1309 */ 1187 */
1310 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1311 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1312 break; 1190 break;
1313 1191
1314 case SP_RUNE: 1192 case SP_RUNE:
1315 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1316 break; 1194 break;
1317 1195
1318 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1319 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1320 break; 1198 break;
1321 1199
1322 case SP_BOLT: 1200 case SP_BOLT:
1323 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1324 break; 1202 break;
1342 case SP_SMITE: 1220 case SP_SMITE:
1343 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1344 break; 1222 break;
1345 1223
1346 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1347 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);
1348 break; 1226 break;
1349 1227
1350 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1351 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1352 old_shoottype = range_golem;
1353 break; 1230 break;
1354 1231
1355 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1356 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1357 * moved. 1234 * moved.
1358 */ 1235 */
1359 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1360 break; 1237 break;
1361 1238
1362 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1363 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1364 { 1241 {
1397 case SP_HEALING: 1274 case SP_HEALING:
1398 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1399 break; 1276 break;
1400 1277
1401 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1402 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1403 break; 1280 break;
1404 1281
1405 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1406 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1407 break; 1284 break;
1417 case SP_CURSE: 1294 case SP_CURSE:
1418 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1419 break; 1296 break;
1420 1297
1421 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1422 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1423 break; 1300 break;
1424 1301
1425 case SP_CHARGING: 1302 case SP_CHARGING:
1426 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1427 break; 1304 break;
1430#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1431 /* 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
1432 * 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
1433 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1434 */ 1311 */
1435 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1436 success = 0; 1313 success = 0;
1437#else 1314#else
1438 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1439#endif 1316#endif
1440 break; 1317 break;
1460 break; 1337 break;
1461 1338
1462 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1463 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)
1464 { 1341 {
1465 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);
1466 success = 0; 1343 success = 0;
1467 } 1344 }
1468 else 1345 else
1469 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);
1470 break; 1347 break;
1471 1348
1472 case SP_SWARM: 1349 case SP_SWARM:
1473 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1474 break; 1351 break;
1481 /* in rune.c */ 1358 /* in rune.c */
1482 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1483 break; 1360 break;
1484 1361
1485 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1486 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1487 break; 1364 break;
1488 1365
1489 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1490 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1491 break; 1368 break;
1492 1369
1493 case SP_ANIMATE_WEAPON: 1370 case SP_ANIMATE_WEAPON:
1494 success = animate_weapon (op, caster, spell_ob, dir); 1371 success = animate_weapon (op, caster, spell_ob, dir);
1495 old_shoottype = range_golem;
1496 break; 1372 break;
1497 1373
1498 case SP_LIGHT: 1374 case SP_LIGHT:
1499 success = cast_light (op, caster, spell_ob, dir); 1375 success = cast_light (op, caster, spell_ob, dir);
1500 break; 1376 break;
1513 1389
1514 case SP_AURA: 1390 case SP_AURA:
1515 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1516 break; 1392 break;
1517 1393
1518 case SP_TOWN_PORTAL:
1519 success = cast_create_town_portal (op, caster, spell_ob, dir);
1520 break;
1521
1522 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1523 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1524 break; 1396 break;
1525 1397
1526 default: 1398 default:
1527 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1528 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);
1529 }
1530
1531 /* FIXME - we need some better sound suppport */
1532 // yes, for example, augment map info with the spell effect
1533 // so clients can calculate the sounds themselves
1534 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1535
1536 /* free the spell arg */
1537 if (settings.casting_time == TRUE && stringarg)
1538 { 1400 }
1539 free (stringarg); 1401
1540 stringarg = NULL; 1402 // restore chosen_skill
1541 } 1403 op->chosen_skill = chosen_skill;
1542 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1404
1543 * to something like use_magic_item, but you really want to be able to fire 1405 op->play_sound (
1544 * it again. 1406 success
1545 */ 1407 ? spell_ob->sound
1546 if (op->contr) 1408 ? spell_ob->sound
1547 op->contr->shoottype = (rangetype) old_shoottype; 1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1548 1412
1549 return success; 1413 return success;
1550} 1414}
1551 1415
1552
1553/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1554 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1555 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1556 */ 1419 */
1557void 1420void
1558move_spell_effect (object *op) 1421move_spell_effect (object *op)
1559{ 1422{
1599 move_aura (op); 1462 move_aura (op);
1600 break; 1463 break;
1601 } 1464 }
1602} 1465}
1603 1466
1604/* this checks to see if something special should happen if
1605 * something runs into the object.
1606 */
1607void
1608check_spell_effect (object *op)
1609{
1610 switch (op->subtype)
1611 {
1612 case SP_BOLT:
1613 move_bolt (op);
1614 return;
1615
1616 case SP_BULLET:
1617 check_bullet (op);
1618 return;
1619 }
1620}
1621
1622/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1623 * 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
1624 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1625 * objects of the appropraite type. 1470 * objects of the appropriate type.
1626 */ 1471 */
1627void 1472void
1628apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1629{ 1474{
1630 switch (spell->subtype) 1475 switch (spell->subtype)
1631 { 1476 {
1632 case SP_CONE: 1477 case SP_CONE:
1633 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1634 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1635 break; 1480 break;
1636 1481
1637 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1638 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1639 { 1484 {
1640 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1641
1642 if (!spell->destroyed ())
1643 spell->destroy (); 1486 spell->destroy ();
1644 } 1487 }
1645 break; 1488 break;
1646 1489
1647 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1649 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1650 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1651 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1652 break; 1496 break;
1653 } 1497 }
1654} 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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