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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.41 by root, Sat Apr 28 17:51:58 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
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 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
504 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
506 && (tmp->type != BOW) 423 && (tmp->type != BOW)
507 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
510 // we special case floor here because there 427 // we special case floor here because there
511 // are sometimes spell effect floors 428 // are sometimes spell effect floors
512 // which are used to inflict damage 429 // which are used to inflict damage
513 // (and those shouldn't go away from 430 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC)) 432 && (immune_stop & AT_MAGIC))
516 return 0; 433 return 0;
517 434
518 /* This is to prevent 'out of control' spells. Basically, this
519 * limits one spell effect per space per spell. This is definately
520 * needed for performance reasons, and just for playability I believe.
521 * there are no such things as multispaced spells right now, so
522 * we don't need to worry about the head.
523 */
524 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525 return 0;
526
527 /*
528 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons.
531 */
532 if (tmp->arch == op->arch
533 && tmp->type == op->type 435 if (tmp->type == op->type)
534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 436 {
538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
539 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
540 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)
541 return 0; 469 return 0;
542 } 470 }
543 471
544 /* 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
545 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
546 */ 474 */
558 * dir: direction to fire in. 486 * dir: direction to fire in.
559 * 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
560 * to fire. 488 * to fire.
561 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
562 */ 490 */
563
564int 491int
565fire_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)
566{ 493{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
572 return 0; 495 return 0;
573 496
574 m = op->map; 497 object *tmp = spell->other_arch->instance ();
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 498
581 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
582
583 if (tmp == NULL)
584 return 0; 500 return 0;
585
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 tmp->destroy ();
590 return 0;
591 }
592 501
593 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);
594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595 /* 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 */
596 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
599 tmp->x = x;
600 tmp->y = y;
601 tmp->direction = dir; 508 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 509 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
608 512
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
613 return 0; 516 return 0;
614 } 517
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
616 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
617 520
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 522 move_spell_effect (tmp);
620 523
621 return 1; 524 return 1;
622} 525}
623 526
628 ****************************************************************************/ 531 ****************************************************************************/
629void 532void
630regenerate_rod (object *rod) 533regenerate_rod (object *rod)
631{ 534{
632 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
633 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 537}
640
641 538
642void 539void
643drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
644{ 541{
645 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);
664 { 561 {
665 tmp = op->owner; 562 tmp = op->owner;
666 /* 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
667 * to the caster. 564 * to the caster.
668 */ 565 */
669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
670 tmp = op; 567 tmp = op;
671 } 568 }
672 else 569 else
673 { 570 {
674 maptile *m = op->map; 571 maptile *m = op->map;
684 if (!tmp) 581 if (!tmp)
685 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
686 583
687 return tmp; 584 return tmp;
688} 585}
689
690
691 586
692/* raytrace: 587/* raytrace:
693 * 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
694 * 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
695 * live objects. 590 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
699 * 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
700 * any, otherwise -1. 595 * any, otherwise -1.
701 * 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.
702 */ 597 */
703
704int 598int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 600{
707 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 602 sint16 nx, ny;
725 continue; 619 continue;
726 620
727 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
728 622
729 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
730 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
731 (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))))
732 tmp = tmp->above; 626 tmp = tmp->above;
733 627
734 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
735 return freedir[i]; 629 return freedir[i];
739 633
740/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
741 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
742 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
743 */ 637 */
744void 638static void
745put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
746{ 640{
747 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
748 archetype *at; 642 archetype *at;
749 int dir; 643 int dir;
755 649
756 /* find a free square nearby 650 /* find a free square nearby
757 * first we check the closest square for free squares 651 * first we check the closest square for free squares
758 */ 652 */
759 653
760 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);
761 if (dir != -1) 655 if (dir != -1)
762 { 656 {
763 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
764 * insert multipart monsters properly 658 * insert multipart monsters properly
765 */ 659 */
660 //TODO: use expand_tail + ...
766 while (at != NULL) 661 while (at != NULL)
767 { 662 {
768 tmp = arch_to_object (at); 663 tmp = at->instance ();
769 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
770 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
771 tmp->map = op->map; 666 tmp->map = op->map;
772 if (head) 667 if (head)
773 { 668 {
774 tmp->head = head; 669 tmp->head = head;
775 prev->more = tmp; 670 prev->more = tmp;
776 } 671 }
672
777 if (!head) 673 if (!head)
778 head = tmp; 674 head = tmp;
675
779 prev = tmp; 676 prev = tmp;
677
780 at = at->more; 678 at = (archetype *)at->more;
781 } 679 }
782 680
783 if (head->randomitems) 681 if (head->randomitems)
784 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
785 683
786 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
787 685
788 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
789 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);
790 } 688 }
791} 689}
792 690
793/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
794 * places them in nearby squares. 692 * places them in nearby squares.
801 * 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
802 * 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
803 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
804 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
805 */ 703 */
806
807int 704int
808summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
809{ 706{
810 int i; 707 int i;
811 708
876 { 773 {
877 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
878 } 775 }
879} 776}
880 777
881
882/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
883 * at casting a prayer. 779 * at casting a prayer.
884 * op is the player. 780 * op is the player.
885 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
886 * 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.
887 */ 783 */
888 784
889void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
890prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
891{ 789{
892 const char *godname; 790 const char *godname;
893 object *tmp; 791 object *tmp;
894 792
895 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
896 godname = "Your spirit"; 794 godname = "Your spirit";
897 795
898 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
899 { 797 {
900 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);
901 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
902 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
903 tmp->destroy (); 801 tmp->destroy ();
904 } 802 }
905 803
906 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
907 { 805 {
908 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
909 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
910 } 808 }
911 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
912 { 810 {
913 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
914 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
915 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
916 } 815 }
917 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
918 { 817 {
919 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
920 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
921 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
922 } 821 }
923} 822}
924 823
925/* 824/*
926 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
927 * of failure badness. 826 * of failure badness.
928 * op is the player that failed. 827 * op is the player that failed.
929 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
930 * 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.
931 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
932 */ 831 */
933
934void 832void
935spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
936{ 834{
937 object *tmp; 835 object *tmp;
938 836
939 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
940 return; 838 return;
941 839
942 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
943 { 841 {
944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
945 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
946 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
947 tmp->destroy (); 845 tmp->destroy ();
948 } 846 }
949 847
950 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
951 { 849 {
952 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!");
953 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
954 } 852 }
955 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
956 { 854 {
957 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
958 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
959 } 857 }
960 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
961 { 859 {
962 object *tmp; 860 object *tmp;
963 861
964 /* 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 */
965 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)
966 { 864 {
967 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!");
968 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
969 867
970 } 868 }
971 else 869 else
972 { 870 {
973 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!");
974 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
975 tmp->level = skill->level; 873 tmp->level = skill->level;
976 874
977 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
978 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
979 877
987 tmp->insert_at (op); 885 tmp->insert_at (op);
988 } 886 }
989 } 887 }
990} 888}
991 889
992int 890static int
993cast_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)
994{ 892{
995 int success;
996 object *spell;
997
998 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
999 { 894 {
1000 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
1001 return 0; 896 return 0;
1002 } 897 }
1003 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1004 900
1005 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1006 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1007 903
1008 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1009 { 905 {
1010 spell->remove (); 906 spell->remove ();
1011 return success; 907 return success;
1012 } 908 }
909
1013 for_all_players (pl) 910 for_all_players (pl)
1014 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
1015 { 912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1016 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1017 } 915
1018 spell->remove (); 916 spell->remove ();
1019 return success; 917 return success;
1020} 918}
1021 919
1022/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1027 * same as op. 925 * same as op.
1028 * 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
1029 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1030 * 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,
1031 * we can determine what to do. 929 * we can determine what to do.
1032 * 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
1033 * 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
1034 * 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,
1035 * etc. 933 * etc.
1036 * 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
1037 * 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
1044 * 942 *
1045 * 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),
1046 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1047 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1048 */ 946 */
1049
1050int 947int
1051cast_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)
1052{ 949{
1053 const char *godname; 950 const char *godname;
1054 int success = 0, mflags, cast_level = 0, old_shoottype; 951 int success = 0;
1055 object *skill = NULL;
1056 952
1057 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
1058 956
1059 if (!spell_ob) 957 if (!spell_ob)
1060 { 958 {
1061 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1062 return 0; 960 return 0;
1073 } 971 }
1074 972
1075 /* 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
1076 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1077 */ 975 */
1078 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])
1079 { 977 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1081 return 0; 979 return 0;
1082 } 980 }
981
982 object *skill = 0;
1083 983
1084 /* 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
1085 * (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
1086 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1087 * 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
1088 * should take care of that. 988 * should take care of that.
1089 * 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
1090 * 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
1091 * at least process that code. 991 * at least process that code.
1092 */ 992 */
1093 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1094 { 994 {
1095 cast_level = caster_level (caster, spell_ob);
1096 if (spell_ob->skill) 995 if (spell_ob->skill)
1097 { 996 {
1098 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
998
1099 if (!skill) 999 if (!skill)
1100 { 1000 {
1101 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);
1102 return 0; 1005 return 0;
1103 } 1006 }
1104 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)
1105 { 1013 {
1106 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 ())
1107 return 0; 1030 return 0;
1108 } 1031 }
1109 } 1032 }
1033
1110 /* 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
1111 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1112 */ 1036 */
1113 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1114 { 1038 {
1115 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1116 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)
1117 { 1041 {
1118 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1119 return 0; 1043 return 0;
1120 } 1044 }
1121 1045
1122 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1123 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)
1124 { 1048 {
1125 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 -
1126 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)
1127 {
1128 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));
1129 }
1130 else 1052 else
1131 { 1053 {
1132 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);
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1134 return 0; 1056 return 0;
1135 } 1057 }
1136 } 1058 }
1137 1059
1138 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1139 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) <
1140 (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]))
1141 { 1063 {
1142 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1143 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1065 op->failmsg ("You fumble the prayer.");
1144
1145 if (settings.casting_time == TRUE)
1146 op->casting_time = -1;
1147 1066
1148 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);
1149 return 0; 1068 return 0;
1150 } 1069 }
1151 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1152 { 1071 {
1153 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;
1154 1073
1155 if (failure < 0) 1074 if (failure < 0)
1156 { 1075 {
1157 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.");
1158 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1159 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);
1160 op->contr->shoottype = (rangetype) old_shoottype; 1079
1161 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);
1162 return 0; 1081 return 0;
1163 } 1082 }
1164 } 1083 }
1165 } 1084 }
1166 } 1085 }
1167 1086
1168 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1169 1088
1170 /* 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
1171 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1172 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1173 * doing. 1092 * doing.
1174 */ 1093 */
1175 1094
1176 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 :-)!
1177 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1178 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!");
1179 return 0; 1099 return 0;
1180 } 1100 }
1181 1101
1182 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1183 && (caster->type != POTION) 1103 && (caster->type != POTION)
1184 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1185 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1186 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1187 && (((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)))
1188 { 1108 {
1189 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1190 return 0; 1110 return 0;
1191 1111
1192 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1193 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);
1194 else 1114 else if (object *item = op->contr->ranged_ob)
1195 switch (op->contr->shoottype)
1196 { 1115 {
1197 case range_magic: 1116 if (item->type == SPELL)
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1199 break; 1118 else if (item->type == SCROLL)
1200 case range_misc: 1119 op->failmsg ("Something blocks the magic of your scroll.");
1201 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1202 break;
1203 case range_golem:
1204 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1205 break;
1206 default:
1207 break;
1208 }
1209 return 0;
1210 }
1211
1212 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1213 {
1214 if (op->casting_time == -1)
1215 { /* begin the casting */
1216 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1217 op->spell = spell_ob;
1218 /* put the stringarg into the object struct so that when the
1219 * spell is actually cast, it knows about the stringarg.
1220 * necessary for the invoke command spells.
1221 */
1222 if (stringarg)
1223 {
1224 op->spellarg = strdup (stringarg);
1225 }
1226 else 1120 else
1227 op->spellarg = NULL; 1121 op->failmsg ("Something blocks the magic of your item.");
1228 return 0;
1229 }
1230 else if (op->casting_time != 0)
1231 {
1232 if (op->type == PLAYER)
1233 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1234 return 0;
1235 } 1122 }
1236 else 1123 else
1237 { /* casting_time == 0 */ 1124 op->failmsg ("Something blocks the spell!");
1238 op->casting_time = -1; 1125
1239 spell_ob = op->spell; 1126 return 0;
1240 stringarg = op->spellarg;
1241 }
1242 }
1243 else
1244 { 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1245 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1246 * 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
1247 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1248 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1249 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1250 * the player any time. 1137 * the player any time.
1251 * 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
1252 */ 1145 */
1253 if (caster == op && caster->type != FIREWALL)
1254 {
1255 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1256 /* Other portions of the code may also decrement the speed of the player, so
1257 * put a lower limit so that the player isn't stuck here too long
1258 */
1259 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)
1260 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;
1261 } 1148 }
1262 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)
1263 {
1264 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1265 }
1266 }
1267 1151
1268 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1269 { 1153 {
1270 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);
1271 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);
1276 * object requires. 1160 * object requires.
1277 */ 1161 */
1278 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1279 { 1163 {
1280 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1281 if (!skill) 1166 if (!skill)
1282 { 1167 {
1283 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));
1284 return 0; 1169 return 0;
1285 } 1170 }
1286 change_skill (op, skill, 0); /* needed for proper exp credit */
1287 } 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;
1288 1182
1289 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1290 { 1184 {
1291 /* 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
1292 * in in spells.h. 1186 * in spells.h.
1293 */ 1187 */
1294 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1295 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1296 break; 1190 break;
1297 1191
1298 case SP_RUNE: 1192 case SP_RUNE:
1299 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1300 break; 1194 break;
1301 1195
1302 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1303 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1304 break; 1198 break;
1305 1199
1306 case SP_BOLT: 1200 case SP_BOLT:
1307 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1308 break; 1202 break;
1326 case SP_SMITE: 1220 case SP_SMITE:
1327 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1328 break; 1222 break;
1329 1223
1330 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1331 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);
1332 break; 1226 break;
1333 1227
1334 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1335 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1336 old_shoottype = range_golem;
1337 break; 1230 break;
1338 1231
1339 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1340 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1341 * moved. 1234 * moved.
1342 */ 1235 */
1343 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1344 break; 1237 break;
1345 1238
1346 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1347 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1348 { 1241 {
1381 case SP_HEALING: 1274 case SP_HEALING:
1382 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1383 break; 1276 break;
1384 1277
1385 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1386 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1387 break; 1280 break;
1388 1281
1389 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1390 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1391 break; 1284 break;
1401 case SP_CURSE: 1294 case SP_CURSE:
1402 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1403 break; 1296 break;
1404 1297
1405 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1406 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1407 break; 1300 break;
1408 1301
1409 case SP_CHARGING: 1302 case SP_CHARGING:
1410 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1411 break; 1304 break;
1414#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1415 /* 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
1416 * 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
1417 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1418 */ 1311 */
1419 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1420 success = 0; 1313 success = 0;
1421#else 1314#else
1422 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1423#endif 1316#endif
1424 break; 1317 break;
1444 break; 1337 break;
1445 1338
1446 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1447 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)
1448 { 1341 {
1449 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);
1450 success = 0; 1343 success = 0;
1451 } 1344 }
1452 else 1345 else
1453 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);
1454 break; 1347 break;
1455 1348
1456 case SP_SWARM: 1349 case SP_SWARM:
1457 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1458 break; 1351 break;
1465 /* in rune.c */ 1358 /* in rune.c */
1466 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1467 break; 1360 break;
1468 1361
1469 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1470 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1471 break; 1364 break;
1472 1365
1473 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1474 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1475 break; 1368 break;
1476 1369
1477 case SP_ANIMATE_WEAPON: 1370 case SP_ANIMATE_WEAPON:
1478 success = animate_weapon (op, caster, spell_ob, dir); 1371 success = animate_weapon (op, caster, spell_ob, dir);
1479 old_shoottype = range_golem;
1480 break; 1372 break;
1481 1373
1482 case SP_LIGHT: 1374 case SP_LIGHT:
1483 success = cast_light (op, caster, spell_ob, dir); 1375 success = cast_light (op, caster, spell_ob, dir);
1484 break; 1376 break;
1497 1389
1498 case SP_AURA: 1390 case SP_AURA:
1499 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1500 break; 1392 break;
1501 1393
1502 case SP_TOWN_PORTAL:
1503 success = cast_create_town_portal (op, caster, spell_ob, dir);
1504 break;
1505
1506 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1507 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1508 break; 1396 break;
1509 1397
1510 default: 1398 default:
1511 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1512 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);
1513 }
1514
1515 /* FIXME - we need some better sound suppport */
1516 // yes, for example, augment map info with the spell effect
1517 // so clients can calculate the sounds themselves
1518 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1519
1520 /* free the spell arg */
1521 if (settings.casting_time == TRUE && stringarg)
1522 { 1400 }
1523 free (stringarg); 1401
1524 stringarg = NULL; 1402 // restore chosen_skill
1525 } 1403 op->chosen_skill = chosen_skill;
1526 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1404
1527 * to something like use_magic_item, but you really want to be able to fire 1405 op->play_sound (
1528 * it again. 1406 success
1529 */ 1407 ? spell_ob->sound
1530 if (op->contr) 1408 ? spell_ob->sound
1531 op->contr->shoottype = (rangetype) old_shoottype; 1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1532 1412
1533 return success; 1413 return success;
1534} 1414}
1535 1415
1536
1537/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1538 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1539 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1540 */ 1419 */
1541void 1420void
1542move_spell_effect (object *op) 1421move_spell_effect (object *op)
1543{ 1422{
1583 move_aura (op); 1462 move_aura (op);
1584 break; 1463 break;
1585 } 1464 }
1586} 1465}
1587 1466
1588/* this checks to see if something special should happen if
1589 * something runs into the object.
1590 */
1591void
1592check_spell_effect (object *op)
1593{
1594 switch (op->subtype)
1595 {
1596 case SP_BOLT:
1597 move_bolt (op);
1598 return;
1599
1600 case SP_BULLET:
1601 check_bullet (op);
1602 return;
1603 }
1604}
1605
1606/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1607 * 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
1608 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1609 * objects of the appropraite type. 1470 * objects of the appropriate type.
1610 */ 1471 */
1611void 1472void
1612apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1613{ 1474{
1614 switch (spell->subtype) 1475 switch (spell->subtype)
1615 { 1476 {
1616 case SP_CONE: 1477 case SP_CONE:
1617 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1618 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1619 break; 1480 break;
1620 1481
1621 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1622 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1623 { 1484 {
1624 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1625
1626 if (!spell->destroyed ())
1627 spell->destroy (); 1486 spell->destroy ();
1628 } 1487 }
1629 break; 1488 break;
1630 1489
1631 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1632 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1633 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1634 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1635 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1636 break; 1496 break;
1637 } 1497 }
1638} 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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