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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.55 by root, Thu Jul 26 00:27:09 2007 UTC vs.
Revision 1.125 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <object.h> 27#include <object.h>
33/* 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
34 * 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
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells (void)
137{
138 archetype *at;
139
140 for_all_archetypes (at)
141 {
142 if (at->type == SPELL)
143 {
144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
147 }
148}
149
150/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
151 * 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
152 */ 83 */
153void 84void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 86{
156 if (spob->other_arch) 87 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod.
165 *
166 * caster is person casting the spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int
171min_casting_level (object *caster, object *spell)
172{ 93{
173 int new_level; 94 // compute the attuned/repelled bonus
174 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
176 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
177
178 new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 99}
184 100
185/* This function returns the effective level the spell 101/* This function returns the effective level the spell
186 * is being cast at. 102 * is being cast at.
187 * Note that I changed the repelled/attuned bonus to 2 from 5.
188 * This is because the new code compares casting_level against
189 * min_caster_level, so the difference is effectively 4
190 */ 103 */
191int 104int
192caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
193{ 106{
194 int level = caster->level; 107 int level = caster->level;
195
196 /* If this is a player, try to find the matching skill */
197 if (caster->type == PLAYER && spell->skill)
198 for (int i = 0; i < NUM_SKILLS; i++)
199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 {
201 level = caster->contr->last_skill_ob[i]->level;
202 break;
203 }
204 108
205 /* 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. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 111 {
208 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);
209 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
210 114
211 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
212 } 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;
213 120
214 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
216 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);
217 128
218 /* 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
219 * errors in various places. 130 * errors in various places.
220 */ 131 */
221 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
222} 133}
223 134
224/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
230 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 142 * spell is the spell object.
232 * 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
233 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
234 */ 145 */
235
236sint16 146sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 148{
239 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
240 150
241 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
242 { 152 {
243 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
244 {
245 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));
246 }
247 else 155 else
248 sp = spell->stats.sp; 156 sp = spell->stats.sp;
249 157
250 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
251 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
252 sp = 1; 160 sp = 1;
253 161
254 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
255 {
256 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));
257 }
258 else 164 else
259 grace = spell->stats.grace; 165 grace = spell->stats.grace;
260 166
261 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
262 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
263 grace = 1; 169 grace = 1;
264 } 170 }
265 else 171 else
266 { 172 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
269 sp = 1; 175 sp = 1;
176
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
272 grace = 1; 179 grace = 1;
273 } 180 }
181
274 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 183 return max (sp, grace);
276 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
277 return grace; 185 return grace;
278 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
279 return sp; 187 return sp;
280 else 188 else
282 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);
283 return 0; 191 return 0;
284 } 192 }
285} 193}
286 194
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}
287 205
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
290 */ 208 */
291int 209int
292SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
293{ 211{
294 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob);
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 216}
305 217
306/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
309 */ 221 */
310int 222int
311SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
312{ 224{
313 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob);
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 229}
325 230
326/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
329 */ 234 */
330int 235int
331SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
332{ 237{
333 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob);
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier) 238 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 242}
345 243
346/* 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
347 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
348 * 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.
349 */ 247 */
350object * 248object *
351check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
352{ 250{
353 object *spop; 251 object *spop;
354 252
355 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
357 return spop; 255 return spop;
358 256
359 return NULL; 257 return 0;
360} 258}
361
362 259
363/* 260/*
364 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 266 * exact match, we also return NULL.
370 */ 267 */
371
372object * 268object *
373lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
374{ 270{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
376 int nummatch = 0; 272 int nummatch = 0;
377 273
378 if (spname == NULL) 274 if (!spname)
379 return NULL; 275 return 0;
380 276
381 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
382 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
383 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
384 */ 280 */
385 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
386 { 282 {
387 if (spob->type == SPELL) 283 if (spob->type == SPELL)
388 { 284 {
285 // TODO: WTF?
389 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
390 { 287 {
391 nummatch++; 288 nummatch++;
392 spob1 = spob; 289 spob1 = spob;
393 } 290 }
398 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
399 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
400 */ 297 */
401 if (spob2) 298 if (spob2)
402 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
403 spob2 = spob; 301 spob2 = spob;
404 } 302 }
405 } 303 }
406 } 304 }
407 /* 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
408 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
409 */ 307 */
410 if (spob2) 308 if (spob2)
411 return spob2; 309 return spob2;
310
412 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
413 return spob1; 312 return spob1;
313
414 return NULL; 314 return NULL;
415} 315}
416 316
417/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
418 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
422 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
423 */ 323 */
424int 324int
425reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
426{ 326{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 328 return 0;
329
431 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)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 334 return 1;
436 335
437 return 0; 336 return 0;
438} 337}
439 338
440/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
441 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
442 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
443 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
444 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
445 * in. 344 * destroys the object is unsuccessful.
446 */ 345 */
447int 346bool
448cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
449{ 348{
450 maptile *m; 349 mapxy pos (op);
451 sint16 sx, sy; 350 pos.move (dir);
452 351
453 if (dir && 352 if (!pos.normalise ()
454 ((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
455 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
456 { 355 )
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0;
460 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
461 361
462 op->map->insert (new_op, 362 new_op->set_flag (FLAG_IDENTIFIED);
463 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR);
466 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
467 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;
468} 385}
469 386
470/* 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.
471 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
472 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
473 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
474 * 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
475 * 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.
476 *
477 */ 393 */
478int 394int
479ok_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)
480{ 396{
481 if (!xy_normalise (m, x, y)) 397 if (!xy_normalise (m, x, y))
482 return 0; 398 return 0;
483 399
484 mapspace &ms = m->at (x, y); 400 mapspace &ms = m->at (x, y);
401 ms.update ();
485 402
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 404 return 0;
488 405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
490 { 409 {
491 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
492 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
493 * 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
494 * 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
496 * 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
497 * 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
498 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
499 */ 418 */
500 if ((tmp->attacktype & AT_COUNTERSPELL) 419 if ((tmp->attacktype & AT_COUNTERSPELL)
501 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
502 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
504 && (tmp->type != BOW) 423 && (tmp->type != BOW)
505 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
508 // we special case floor here because there 427 // we special case floor here because there
509 // are sometimes spell effect floors 428 // are sometimes spell effect floors
510 // which are used to inflict damage 429 // which are used to inflict damage
511 // (and those shouldn't go away from 430 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC)) 432 && (immune_stop & AT_MAGIC))
514 return 0; 433 return 0;
515 434
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
525 /*
526 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons.
529 */
530 if (tmp->arch == op->arch
531 && tmp->type == op->type 435 if (tmp->type == op->type)
532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 436 {
536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
537 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
538 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)
539 return 0; 469 return 0;
540 } 470 }
541 471
542 /* 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
543 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
544 */ 474 */
556 * dir: direction to fire in. 486 * dir: direction to fire in.
557 * 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
558 * to fire. 488 * to fire.
559 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
560 */ 490 */
561
562int 491int
563fire_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)
564{ 493{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
570 return 0; 495 return 0;
571 496
572 m = op->map; 497 object *tmp = spell->other_arch->instance ();
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574 if (mflags & P_OUT_OF_MAP)
575 {
576 return 0;
577 }
578 498
579 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 500 return 0;
583
584 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
585 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
587 tmp->destroy ();
588 return 0;
589 }
590 501
591 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);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* 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 */
594 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 508 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 509 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
606 512
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
611 return 0; 516 return 0;
612 } 517
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
614 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
615 520
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 522 move_spell_effect (tmp);
618 523
619 return 1; 524 return 1;
620} 525}
621 526
626 ****************************************************************************/ 531 ****************************************************************************/
627void 532void
628regenerate_rod (object *rod) 533regenerate_rod (object *rod)
629{ 534{
630 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
632} 537}
633 538
634void 539void
635drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
636{ 541{
656 { 561 {
657 tmp = op->owner; 562 tmp = op->owner;
658 /* 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
659 * to the caster. 564 * to the caster.
660 */ 565 */
661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
662 tmp = op; 567 tmp = op;
663 } 568 }
664 else 569 else
665 { 570 {
666 maptile *m = op->map; 571 maptile *m = op->map;
676 if (!tmp) 581 if (!tmp)
677 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
678 583
679 return tmp; 584 return tmp;
680} 585}
681
682
683 586
684/* raytrace: 587/* raytrace:
685 * 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
686 * 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
687 * live objects. 590 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
691 * 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
692 * any, otherwise -1. 595 * any, otherwise -1.
693 * 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.
694 */ 597 */
695
696int 598int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 600{
699 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 602 sint16 nx, ny;
717 continue; 619 continue;
718 620
719 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
720 622
721 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
723 (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))))
724 tmp = tmp->above; 626 tmp = tmp->above;
725 627
726 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
727 return freedir[i]; 629 return freedir[i];
731 633
732/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
733 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
734 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
735 */ 637 */
736void 638static void
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;
756 * insert multipart monsters properly 658 * insert multipart monsters properly
757 */ 659 */
758 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
759 while (at != NULL) 661 while (at != NULL)
760 { 662 {
761 tmp = arch_to_object (at); 663 tmp = at->instance ();
762 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
764 tmp->map = op->map; 666 tmp->map = op->map;
765 if (head) 667 if (head)
766 { 668 {
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 683
782 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
783 685
784 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
785 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);
786 } 688 }
787} 689}
788 690
789/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 692 * places them in nearby squares.
797 * 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
798 * 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
799 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
800 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
801 */ 703 */
802
803int 704int
804summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
805{ 706{
806 int i; 707 int i;
807 708
872 { 773 {
873 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
874 } 775 }
875} 776}
876 777
877
878/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
879 * at casting a prayer. 779 * at casting a prayer.
880 * op is the player. 780 * op is the player.
881 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
882 * 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.
883 */ 783 */
884 784
885void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
886prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
887{ 789{
888 const char *godname; 790 const char *godname;
889 object *tmp; 791 object *tmp;
890 792
891 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
892 godname = "Your spirit"; 794 godname = "Your spirit";
893 795
894 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
895 { 797 {
896 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);
897 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
898 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
899 tmp->destroy (); 801 tmp->destroy ();
900 } 802 }
901 803
902 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
903 { 805 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
905 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
906 } 808 }
907 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
908 { 810 {
909 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
910 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
911 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
912 } 815 }
913 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
914 { 817 {
915 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
916 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
917 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
918 } 821 }
919} 822}
920 823
921/* 824/*
922 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
923 * of failure badness. 826 * of failure badness.
924 * op is the player that failed. 827 * op is the player that failed.
925 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
926 * 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.
927 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
928 */ 831 */
929
930void 832void
931spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
932{ 834{
933 object *tmp; 835 object *tmp;
934 836
935 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
936 return; 838 return;
937 839
938 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
939 { 841 {
940 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
941 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
942 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
943 tmp->destroy (); 845 tmp->destroy ();
944 } 846 }
945 847
946 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
947 { 849 {
948 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!");
949 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
950 } 852 }
951 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
952 { 854 {
953 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
954 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
955 } 857 }
956 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
957 { 859 {
958 object *tmp; 860 object *tmp;
959 861
960 /* 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 */
961 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)
962 { 864 {
963 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!");
964 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
965 867
966 } 868 }
967 else 869 else
968 { 870 {
969 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!");
970 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
971 tmp->level = skill->level; 873 tmp->level = skill->level;
972 874
973 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
974 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
975 877
983 tmp->insert_at (op); 885 tmp->insert_at (op);
984 } 886 }
985 } 887 }
986} 888}
987 889
988int 890static int
989cast_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)
990{ 892{
991 int success;
992 object *spell;
993
994 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
995 { 894 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 896 return 0;
998 } 897 }
999 spell = arch_to_object (spell_ob->other_arch); 898
899 object *spell = spell_ob->other_arch->instance ();
1000 900
1001 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
1003 903
1004 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1005 { 905 {
1006 spell->remove (); 906 spell->remove ();
1007 return success; 907 return success;
1008 } 908 }
909
1009 for_all_players (pl) 910 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
1011 { 912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1013 } 915
1014 spell->remove (); 916 spell->remove ();
1015 return success; 917 return success;
1016} 918}
1017 919
1018/* This is where the main dispatch when someone casts a spell. 920/* This is where the main dispatch when someone casts a spell.
1023 * same as op. 925 * same as op.
1024 * 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
1025 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1026 * 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,
1027 * we can determine what to do. 929 * we can determine what to do.
1028 * 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
1029 * 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
1030 * 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,
1031 * etc. 933 * etc.
1032 * 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
1033 * 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
1041 * 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),
1042 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1043 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1044 */ 946 */
1045int 947int
1046cast_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)
1047{ 949{
1048 const char *godname; 950 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 951 int success = 0;
1050 object *skill = NULL; 952
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
1051 956
1052 if (!spell_ob) 957 if (!spell_ob)
1053 { 958 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1055 return 0; 960 return 0;
1066 } 971 }
1067 972
1068 /* 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
1069 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1070 */ 975 */
1071 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])
1072 { 977 {
1073 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1074 return 0; 979 return 0;
1075 } 980 }
981
982 object *skill = 0;
1076 983
1077 /* 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
1078 * (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
1079 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1080 * 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
1081 * should take care of that. 988 * should take care of that.
1082 * 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
1083 * 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
1084 * at least process that code. 991 * at least process that code.
1085 */ 992 */
1086 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1087 { 994 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 995 if (spell_ob->skill)
1091 { 996 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
1093 998
1094 if (!skill) 999 if (!skill)
1095 { 1000 {
1096 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);
1097 return 0; 1005 return 0;
1098 } 1006 }
1099 1007
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1008 const char *msg = "";
1009
1010 int caster_level = skill->level;
1011
1012 if (op->path_attuned & spell_ob->path_attuned)
1101 { 1013 {
1102 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 ())
1103 return 0; 1030 return 0;
1104 } 1031 }
1105 } 1032 }
1106 1033
1107 /* 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
1108 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1109 */ 1036 */
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1111 { 1038 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 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)
1114 { 1041 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1042 op->failmsg ("You don't have enough mana!");
1116 return 0; 1043 return 0;
1117 } 1044 }
1118 1045
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 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)
1121 { 1048 {
1122 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 -
1123 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)
1124 {
1125 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));
1126 }
1127 else 1052 else
1128 { 1053 {
1129 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);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1131 return 0; 1056 return 0;
1132 } 1057 }
1133 } 1058 }
1134 1059
1135 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1136 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) <
1137 (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]))
1138 { 1063 {
1139 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1141 1066
1142 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);
1143 return 0; 1068 return 0;
1144 } 1069 }
1145 else if (spell_ob->stats.sp) 1070 else if (spell_ob->stats.sp)
1146 { 1071 {
1147 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;
1148 1073
1149 if (failure < 0) 1074 if (failure < 0)
1150 { 1075 {
1151 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.");
1152 if (settings.spell_failure_effects == TRUE) 1077 if (settings.spell_failure_effects == TRUE)
1153 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);
1154 1079
1155 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);
1156 return 0; 1081 return 0;
1157 } 1082 }
1158 } 1083 }
1159 } 1084 }
1160 } 1085 }
1161 1086
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1087 int mflags = op->ms ().flags ();
1163 1088
1164 /* 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
1165 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1167 * doing. 1092 * doing.
1168 */ 1093 */
1169 1094
1170 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 :-)!
1171 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1172 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!");
1173 return 0; 1099 return 0;
1174 } 1100 }
1175 1101
1176 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1103 && (caster->type != POTION)
1178 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1179 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1180 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1181 && (((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)))
1182 { 1108 {
1183 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1184 return 0; 1110 return 0;
1185 1111
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1187 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);
1188 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1189 { 1115 {
1190 if (item->type == SPELL) 1116 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1119 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1120 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1121 op->failmsg ("Something blocks the magic of your item.");
1196 } 1122 }
1197 else 1123 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1199 1125
1200 return 0; 1126 return 0;
1201 } 1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1202 1131
1203 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1204 * 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
1205 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1206 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1208 * the player any time. 1137 * the player any time.
1209 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1210 */ 1139 */
1211 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1212 { 1141 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1142 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1214 /* Other portions of the code may also decrement the speed of the player, so 1143 /* Other portions of the code may also decrement the speed of the player, so
1215 * put a lower limit so that the player isn't stuck here too long 1144 * put a lower limit so that the player isn't stuck here too long
1216 */ 1145 */
1217 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)
1218 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;
1219 } 1148 }
1220 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)
1221 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1222 1151
1223 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1224 { 1153 {
1225 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);
1226 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);
1231 * object requires. 1160 * object requires.
1232 */ 1161 */
1233 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1234 { 1163 {
1235 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1236 if (!skill) 1166 if (!skill)
1237 { 1167 {
1238 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));
1239 return 0; 1169 return 0;
1240 } 1170 }
1241
1242 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1171 }
1244 1172
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1173 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1246 return RESULT_INT (0); 1174 return RESULT_INT (0);
1247 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;
1182
1248 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1249 { 1184 {
1250 /* 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
1251 * in in spells.h. 1186 * in spells.h.
1252 */ 1187 */
1253 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1255 break; 1190 break;
1256 1191
1257 case SP_RUNE: 1192 case SP_RUNE:
1258 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1259 break; 1194 break;
1260 1195
1261 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1262 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1263 break; 1198 break;
1264 1199
1265 case SP_BOLT: 1200 case SP_BOLT:
1266 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1267 break; 1202 break;
1285 case SP_SMITE: 1220 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1222 break;
1288 1223
1289 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1290 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);
1291 break; 1226 break;
1292 1227
1293 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1230 break;
1296 1231
1297 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1298 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1299 * moved. 1234 * moved.
1300 */ 1235 */
1301 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1302 break; 1237 break;
1303 1238
1304 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1305 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1306 { 1241 {
1339 case SP_HEALING: 1274 case SP_HEALING:
1340 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1341 break; 1276 break;
1342 1277
1343 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1344 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1345 break; 1280 break;
1346 1281
1347 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1348 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1349 break; 1284 break;
1359 case SP_CURSE: 1294 case SP_CURSE:
1360 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1361 break; 1296 break;
1362 1297
1363 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1364 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1365 break; 1300 break;
1366 1301
1367 case SP_CHARGING: 1302 case SP_CHARGING:
1368 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1369 break; 1304 break;
1372#ifdef NO_POLYMORPH 1307#ifdef NO_POLYMORPH
1373 /* 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
1374 * 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
1375 * it was disabled), they get some feedback. 1310 * it was disabled), they get some feedback.
1376 */ 1311 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1312 op->failmsg ("The spell fizzles!");
1378 success = 0; 1313 success = 0;
1379#else 1314#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1315 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1316#endif
1382 break; 1317 break;
1402 break; 1337 break;
1403 1338
1404 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1405 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)
1406 { 1341 {
1407 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);
1408 success = 0; 1343 success = 0;
1409 } 1344 }
1410 else 1345 else
1411 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);
1412 break; 1347 break;
1413 1348
1414 case SP_SWARM: 1349 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1351 break;
1423 /* in rune.c */ 1358 /* in rune.c */
1424 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1425 break; 1360 break;
1426 1361
1427 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1428 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1429 break; 1364 break;
1430 1365
1431 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1432 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1433 break; 1368 break;
1455 case SP_AURA: 1390 case SP_AURA:
1456 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1457 break; 1392 break;
1458 1393
1459 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1461 break; 1396 break;
1462 1397
1463 default: 1398 default:
1464 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);
1465 } 1400 }
1466 1401
1467 /* FIXME - we need some better sound suppport */ 1402 // restore chosen_skill
1468 // yes, for example, augment map info with the spell effect 1403 op->chosen_skill = chosen_skill;
1469 // so clients can calculate the sounds themselves 1404
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1405 op->play_sound (
1406 success
1407 ? spell_ob->sound
1408 ? spell_ob->sound
1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1471 1412
1472 return success; 1413 return success;
1473} 1414}
1474 1415
1475
1476/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1417 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1418 * then dispatches them to the appropriate specific routines.
1479 */ 1419 */
1480void 1420void
1481move_spell_effect (object *op) 1421move_spell_effect (object *op)
1482{ 1422{
1522 move_aura (op); 1462 move_aura (op);
1523 break; 1463 break;
1524 } 1464 }
1525} 1465}
1526 1466
1527/* this checks to see if something special should happen if
1528 * something runs into the object.
1529 */
1530void
1531check_spell_effect (object *op)
1532{
1533 switch (op->subtype)
1534 {
1535 case SP_BOLT:
1536 move_bolt (op);
1537 return;
1538
1539 case SP_BULLET:
1540 check_bullet (op);
1541 return;
1542 }
1543}
1544
1545/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1546 * 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
1547 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1470 * objects of the appropriate type.
1549 */ 1471 */
1550void 1472void
1551apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1552{ 1474{
1553 switch (spell->subtype) 1475 switch (spell->subtype)
1554 { 1476 {
1555 case SP_CONE: 1477 case SP_CONE:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1558 break; 1480 break;
1559 1481
1560 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1562 { 1484 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1486 spell->destroy ();
1567 } 1487 }
1568 break; 1488 break;
1569 1489
1570 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1574 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1495
1575 break; 1496 break;
1576 } 1497 }
1577} 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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