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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.60 by root, Sun Sep 2 05:18:52 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 ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
145 * 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
146 */ 83 */
147void 84void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149{ 86{
150 if (spob->other_arch) 87 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
152} 89}
153 90
154/* 91static int
155 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164int
165min_casting_level (object *caster, object *spell)
166{ 93{
167 int new_level; 94 // compute the attuned/repelled bonus
168 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
169 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
170 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
171
172 new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177} 99}
178 100
179/* This function returns the effective level the spell 101/* This function returns the effective level the spell
180 * is being cast at. 102 * is being cast at.
181 * Note that I changed the repelled/attuned bonus to 2 from 5.
182 * This is because the new code compares casting_level against
183 * min_caster_level, so the difference is effectively 4
184 */ 103 */
185int 104int
186caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
187{ 106{
188 int level = caster->level; 107 int level = caster->level;
189
190 /* If this is a player, try to find the matching skill */
191 if (caster->type == PLAYER && spell->skill)
192 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 {
195 level = caster->contr->last_skill_ob[i]->level;
196 break;
197 }
198 108
199 /* 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. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 { 111 {
202 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);
203 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
204 114
205 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
206 } 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;
207 120
208 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
210 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);
211 128
212 /* 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
213 * errors in various places. 130 * errors in various places.
214 */ 131 */
215 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
216} 133}
217 134
218/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
219 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
220 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
224 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
225 * spell is the spell object. 142 * spell is the spell object.
226 * 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
227 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
228 */ 145 */
229
230sint16 146sint16
231SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232{ 148{
233 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
234 150
235 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
236 { 152 {
237 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
238 {
239 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));
240 }
241 else 155 else
242 sp = spell->stats.sp; 156 sp = spell->stats.sp;
243 157
244 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
245 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
246 sp = 1; 160 sp = 1;
247 161
248 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
249 {
250 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));
251 }
252 else 164 else
253 grace = spell->stats.grace; 165 grace = spell->stats.grace;
254 166
255 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
256 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
257 grace = 1; 169 grace = 1;
258 } 170 }
259 else 171 else
260 { 172 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
263 sp = 1; 175 sp = 1;
176
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
266 grace = 1; 179 grace = 1;
267 } 180 }
181
268 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace); 183 return max (sp, grace);
270 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
271 return grace; 185 return grace;
272 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
273 return sp; 187 return sp;
274 else 188 else
276 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);
277 return 0; 191 return 0;
278 } 192 }
279} 193}
280 194
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}
281 205
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
284 */ 208 */
285int 209int
286SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
287{ 211{
288 int level = caster_level (caster, spob);
289 int adj = level - min_casting_level (caster, spob);
290
291 if (adj < 0)
292 adj = 0;
293 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
298} 216}
299 217
300/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
303 */ 221 */
304int 222int
305SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
306{ 224{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 229}
319 230
320/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
323 */ 234 */
324int 235int
325SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
326{ 237{
327 int level = caster_level (caster, spob);
328 int adj = level - min_casting_level (caster, spob);
329
330 if (adj < 0)
331 adj = 0;
332 if (spob->range_modifier) 238 if (!spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
338} 242}
339 243
340/* 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
341 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
342 * 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.
343 */ 247 */
344object * 248object *
345check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
346{ 250{
347 object *spop; 251 object *spop;
348 252
349 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
351 return spop; 255 return spop;
352 256
353 return NULL; 257 return 0;
354} 258}
355
356 259
357/* 260/*
358 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
359 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
360 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
361 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
362 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
363 * exact match, we also return NULL. 266 * exact match, we also return NULL.
364 */ 267 */
365
366object * 268object *
367lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
368{ 270{
369 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
370 int nummatch = 0; 272 int nummatch = 0;
371 273
372 if (spname == NULL) 274 if (!spname)
373 return NULL; 275 return 0;
374 276
375 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
376 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
377 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
378 */ 280 */
379 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
380 { 282 {
381 if (spob->type == SPELL) 283 if (spob->type == SPELL)
382 { 284 {
285 // TODO: WTF?
383 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
384 { 287 {
385 nummatch++; 288 nummatch++;
386 spob1 = spob; 289 spob1 = spob;
387 } 290 }
392 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
393 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
394 */ 297 */
395 if (spob2) 298 if (spob2)
396 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
397 spob2 = spob; 301 spob2 = spob;
398 } 302 }
399 } 303 }
400 } 304 }
401 /* 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
402 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
403 */ 307 */
404 if (spob2) 308 if (spob2)
405 return spob2; 309 return spob2;
310
406 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
407 return spob1; 312 return spob1;
313
408 return NULL; 314 return NULL;
409} 315}
410 316
411/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
412 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
416 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
417 */ 323 */
418int 324int
419reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
420{ 326{
421 object *op;
422
423 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
424 return 0; 328 return 0;
329
425 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)
426 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
427 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
428 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 return 1; 334 return 1;
430 335
431 return 0; 336 return 0;
432} 337}
433 338
434/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
435 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
436 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
437 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
438 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
439 * in. 344 * destroys the object is unsuccessful.
440 */ 345 */
441int 346bool
442cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
443{ 348{
444 maptile *m; 349 mapxy pos (op);
445 sint16 sx, sy; 350 pos.move (dir);
446 351
447 if (dir && 352 if (!pos.normalise ()
448 ((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
449 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
450 { 355 )
451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
453 dir = 0;
454 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
455 361
456 SET_FLAG (new_op, FLAG_IDENTIFIED); 362 new_op->set_flag (FLAG_IDENTIFIED);
457 op->map->insert (new_op,
458 op->x + freearr_x[dir], op->y + freearr_y[dir],
459 op,
460 dir ? 0 : INS_BELOW_ORIGINATOR);
461 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
462 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;
463} 385}
464 386
465/* 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.
466 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
467 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
468 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
469 * 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
470 * 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.
471 *
472 */ 393 */
473int 394int
474ok_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)
475{ 396{
476 if (!xy_normalise (m, x, y)) 397 if (!xy_normalise (m, x, y))
477 return 0; 398 return 0;
478 399
479 mapspace &ms = m->at (x, y); 400 mapspace &ms = m->at (x, y);
401 ms.update ();
480 402
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0; 404 return 0;
483 405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
485 { 409 {
486 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
487 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
488 * 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
489 * 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
491 * 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
492 * 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
493 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
494 */ 418 */
495 if ((tmp->attacktype & AT_COUNTERSPELL) 419 if ((tmp->attacktype & AT_COUNTERSPELL)
496 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
497 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
498 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
499 && (tmp->type != BOW) 423 && (tmp->type != BOW)
500 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
501 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
502 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
503 // we special case floor here because there 427 // we special case floor here because there
504 // are sometimes spell effect floors 428 // are sometimes spell effect floors
505 // which are used to inflict damage 429 // which are used to inflict damage
506 // (and those shouldn't go away from 430 // (and those shouldn't go away from
507 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
508 && (immune_stop & AT_MAGIC)) 432 && (immune_stop & AT_MAGIC))
509 return 0; 433 return 0;
510 434
511 /* This is to prevent 'out of control' spells. Basically, this
512 * limits one spell effect per space per spell. This is definately
513 * needed for performance reasons, and just for playability I believe.
514 * there are no such things as multispaced spells right now, so
515 * we don't need to worry about the head.
516 */
517 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
518 return 0;
519
520 /*
521 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons.
524 */
525 if (tmp->arch == op->arch
526 && tmp->type == op->type 435 if (tmp->type == op->type)
527 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 { 436 {
531 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
532 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
533 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)
534 return 0; 469 return 0;
535 } 470 }
536 471
537 /* 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
538 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
539 */ 474 */
554 * returns 0 on failure, 1 on success. 489 * returns 0 on failure, 1 on success.
555 */ 490 */
556int 491int
557fire_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)
558{ 493{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 494 if (!spell->other_arch)
564 return 0; 495 return 0;
565 496
566 m = op->map; 497 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 498
573 tmp = arch_to_object (spell->other_arch); 499 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 500 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 501
585 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);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* 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 */
588 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 508 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 509 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
600 512
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
605 return 0; 516 return 0;
606 } 517
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
608 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
609 520
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 522 move_spell_effect (tmp);
612 523
613 return 1; 524 return 1;
614} 525}
615 526
620 ****************************************************************************/ 531 ****************************************************************************/
621void 532void
622regenerate_rod (object *rod) 533regenerate_rod (object *rod)
623{ 534{
624 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
625 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);
626} 537}
627 538
628void 539void
629drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
630{ 541{
650 { 561 {
651 tmp = op->owner; 562 tmp = op->owner;
652 /* 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
653 * to the caster. 564 * to the caster.
654 */ 565 */
655 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
656 tmp = op; 567 tmp = op;
657 } 568 }
658 else 569 else
659 { 570 {
660 maptile *m = op->map; 571 maptile *m = op->map;
670 if (!tmp) 581 if (!tmp)
671 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
672 583
673 return tmp; 584 return tmp;
674} 585}
675
676
677 586
678/* raytrace: 587/* raytrace:
679 * 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
680 * 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
681 * live objects. 590 * live objects.
684 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
685 * 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
686 * any, otherwise -1. 595 * any, otherwise -1.
687 * 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.
688 */ 597 */
689
690int 598int
691spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
692{ 600{
693 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
694 sint16 nx, ny; 602 sint16 nx, ny;
711 continue; 619 continue;
712 620
713 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
714 622
715 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
716 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
717 (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))))
718 tmp = tmp->above; 626 tmp = tmp->above;
719 627
720 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
721 return freedir[i]; 629 return freedir[i];
725 633
726/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
727 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
728 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
729 */ 637 */
730void 638static void
731put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
732{ 640{
733 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
734 archetype *at; 642 archetype *at;
735 int dir; 643 int dir;
750 * insert multipart monsters properly 658 * insert multipart monsters properly
751 */ 659 */
752 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
753 while (at != NULL) 661 while (at != NULL)
754 { 662 {
755 tmp = arch_to_object (at); 663 tmp = at->instance ();
756 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
757 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
758 tmp->map = op->map; 666 tmp->map = op->map;
759 if (head) 667 if (head)
760 { 668 {
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775 683
776 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
777 685
778 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
779 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);
780 } 688 }
781} 689}
782 690
783/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
784 * places them in nearby squares. 692 * places them in nearby squares.
791 * 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
792 * 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
793 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
794 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
795 */ 703 */
796
797int 704int
798summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
799{ 706{
800 int i; 707 int i;
801 708
866 { 773 {
867 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
868 } 775 }
869} 776}
870 777
871
872/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
873 * at casting a prayer. 779 * at casting a prayer.
874 * op is the player. 780 * op is the player.
875 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
876 * 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.
877 */ 783 */
878 784
879void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
880prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
881{ 789{
882 const char *godname; 790 const char *godname;
883 object *tmp; 791 object *tmp;
884 792
885 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
886 godname = "Your spirit"; 794 godname = "Your spirit";
887 795
888 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
889 { 797 {
890 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);
891 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
892 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
893 tmp->destroy (); 801 tmp->destroy ();
894 } 802 }
895 803
896 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
897 { 805 {
898 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
899 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
900 } 808 }
901 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
902 { 810 {
903 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
904 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
905 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
906 } 815 }
907 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
908 { 817 {
909 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
910 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
911 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
912 } 821 }
913} 822}
914 823
915/* 824/*
916 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
917 * of failure badness. 826 * of failure badness.
918 * op is the player that failed. 827 * op is the player that failed.
919 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
920 * 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.
921 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
922 */ 831 */
923
924void 832void
925spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
926{ 834{
927 object *tmp; 835 object *tmp;
928 836
929 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
930 return; 838 return;
931 839
932 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
933 { 841 {
934 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
935 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
936 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
937 tmp->destroy (); 845 tmp->destroy ();
938 } 846 }
939 847
940 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
941 { 849 {
942 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!");
943 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
944 } 852 }
945 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
946 { 854 {
947 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
948 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
949 } 857 }
950 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
951 { 859 {
952 object *tmp; 860 object *tmp;
953 861
954 /* 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 */
955 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)
956 { 864 {
957 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!");
958 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
959 867
960 } 868 }
961 else 869 else
962 { 870 {
963 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!");
964 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
965 tmp->level = skill->level; 873 tmp->level = skill->level;
966 874
967 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
968 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
969 877
977 tmp->insert_at (op); 885 tmp->insert_at (op);
978 } 886 }
979 } 887 }
980} 888}
981 889
982int 890static int
983cast_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)
984{ 892{
985 int success;
986 object *spell;
987
988 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
989 { 894 {
990 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
991 return 0; 896 return 0;
992 } 897 }
993 898
994 spell = arch_to_object (spell_ob->other_arch); 899 object *spell = spell_ob->other_arch->instance ();
995 900
996 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
997 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
998 903
999 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
1000 { 905 {
1001 spell->remove (); 906 spell->remove ();
1002 return success; 907 return success;
1003 } 908 }
1004 909
1005 for_all_players (pl) 910 for_all_players (pl)
1006 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 911 if ((pl->ob->contr->party == op->contr->party)
912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1008 915
1009 spell->remove (); 916 spell->remove ();
1010 return success; 917 return success;
1011} 918}
1012 919
1018 * same as op. 925 * same as op.
1019 * 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
1020 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
1021 * 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,
1022 * we can determine what to do. 929 * we can determine what to do.
1023 * 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
1024 * 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
1025 * 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,
1026 * etc. 933 * etc.
1027 * 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
1028 * 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
1036 * 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),
1037 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
1038 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
1039 */ 946 */
1040int 947int
1041cast_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)
1042{ 949{
1043 const char *godname; 950 const char *godname;
1044 int success = 0, cast_level = 0; 951 int success = 0;
1045 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
1046 956
1047 if (!spell_ob) 957 if (!spell_ob)
1048 { 958 {
1049 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
1050 return 0; 960 return 0;
1061 } 971 }
1062 972
1063 /* 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
1064 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
1065 */ 975 */
1066 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])
1067 { 977 {
1068 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
1069 return 0; 979 return 0;
1070 } 980 }
981
982 object *skill = 0;
1071 983
1072 /* 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
1073 * (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
1074 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
1075 * 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
1076 * should take care of that. 988 * should take care of that.
1077 * 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
1078 * 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
1079 * at least process that code. 991 * at least process that code.
1080 */ 992 */
1081 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
1082 { 994 {
1083 cast_level = caster_level (caster, spell_ob);
1084
1085 if (spell_ob->skill) 995 if (spell_ob->skill)
1086 { 996 {
1087 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
1088 998
1089 if (!skill) 999 if (!skill)
1090 { 1000 {
1091 op->failmsg (format ("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);
1092 return 0; 1005 return 0;
1093 } 1006 }
1094 1007
1095 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)
1096 { 1013 {
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 {
1097 op->failmsg ("You lack enough skill to cast that spell!"); 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 ())
1098 return 0; 1030 return 0;
1099 } 1031 }
1100 } 1032 }
1101 1033
1102 /* 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
1103 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1104 */ 1036 */
1105 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1106 { 1038 {
1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1108 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)
1109 { 1041 {
1110 op->failmsg ("You don't have enough mana!"); 1042 op->failmsg ("You don't have enough mana!");
1118 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)
1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1051 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1120 else 1052 else
1121 { 1053 {
1122 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);
1123 op->failmsg (format ("%s ignores your prayer.", godname)); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1124 return 0; 1056 return 0;
1125 } 1057 }
1126 } 1058 }
1127 1059
1128 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1129 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) <
1130 (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]))
1131 { 1063 {
1132 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1133 op->failmsg ("You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1134 1066
1135 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);
1158 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1159 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1160 * doing. 1092 * doing.
1161 */ 1093 */
1162 1094
1163 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 :-)!
1164 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1165 op->failmsg ("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!");
1166 return 0; 1099 return 0;
1167 } 1100 }
1168 1101
1169 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1170 && (caster->type != POTION) 1103 && (caster->type != POTION)
1171 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1172 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1173 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1174 && (((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)))
1175 { 1108 {
1176 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1177 return 0; 1110 return 0;
1178 1111
1179 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1181 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1182 { 1115 {
1183 if (item->type == SPELL) 1116 if (item->type == SPELL)
1184 op->failmsg ("Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1185 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1191 op->failmsg ("Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1192 1125
1193 return 0; 1126 return 0;
1194 } 1127 }
1195 1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1196 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1197 * 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
1198 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1199 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1200 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1201 * the player any time. 1137 * the player any time.
1202 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1203 */ 1139 */
1204 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1205 { 1141 {
1206 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;
1207 /* 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
1208 * 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
1209 */ 1145 */
1210 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)
1211 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;
1212 } 1148 }
1213 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)
1214 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1215 1151
1216 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1217 { 1153 {
1218 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);
1219 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);
1224 * object requires. 1160 * object requires.
1225 */ 1161 */
1226 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1227 { 1163 {
1228 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1229 if (!skill) 1166 if (!skill)
1230 { 1167 {
1231 op->failmsg (format ("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));
1232 return 0; 1169 return 0;
1233 } 1170 }
1234
1235 op->change_skill (skill); /* needed for proper exp credit */
1236 } 1171 }
1237 1172
1238 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)))
1239 return RESULT_INT (0); 1174 return RESULT_INT (0);
1240 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
1241 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1242 { 1184 {
1243 /* 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
1244 * in in spells.h. 1186 * in spells.h.
1245 */ 1187 */
1246 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1247 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1248 break; 1190 break;
1249 1191
1250 case SP_RUNE: 1192 case SP_RUNE:
1251 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1252 break; 1194 break;
1253 1195
1254 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1255 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1256 break; 1198 break;
1257 1199
1258 case SP_BOLT: 1200 case SP_BOLT:
1259 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1260 break; 1202 break;
1278 case SP_SMITE: 1220 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob); 1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break; 1222 break;
1281 1223
1282 case SP_MAGIC_MISSILE: 1224 case SP_MAGIC_MISSILE:
1283 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);
1284 break; 1226 break;
1285 1227
1286 case SP_SUMMON_GOLEM: 1228 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob); 1229 success = summon_golem (op, caster, dir, spell_ob);
1288 break; 1230 break;
1289 1231
1290 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1291 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1292 * moved. 1234 * moved.
1293 */ 1235 */
1294 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1295 break; 1237 break;
1296 1238
1297 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1298 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1299 { 1241 {
1332 case SP_HEALING: 1274 case SP_HEALING:
1333 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1334 break; 1276 break;
1335 1277
1336 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1337 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1338 break; 1280 break;
1339 1281
1340 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1341 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1342 break; 1284 break;
1352 case SP_CURSE: 1294 case SP_CURSE:
1353 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1354 break; 1296 break;
1355 1297
1356 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1357 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1358 break; 1300 break;
1359 1301
1360 case SP_CHARGING: 1302 case SP_CHARGING:
1361 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1362 break; 1304 break;
1395 break; 1337 break;
1396 1338
1397 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1398 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)
1399 { 1341 {
1400 op->failmsg (format ("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);
1401 success = 0; 1343 success = 0;
1402 } 1344 }
1403 else 1345 else
1404 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);
1405 break; 1347 break;
1406 1348
1407 case SP_SWARM: 1349 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir); 1350 success = fire_swarm (op, caster, spell_ob, dir);
1409 break; 1351 break;
1416 /* in rune.c */ 1358 /* in rune.c */
1417 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1418 break; 1360 break;
1419 1361
1420 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1421 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1422 break; 1364 break;
1423 1365
1424 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1425 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1426 break; 1368 break;
1448 case SP_AURA: 1390 case SP_AURA:
1449 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1450 break; 1392 break;
1451 1393
1452 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1453 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1454 break; 1396 break;
1455 1397
1456 default: 1398 default:
1457 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);
1458 } 1400 }
1459 1401
1460 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell")); 1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1404
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 );
1461 1412
1462 return success; 1413 return success;
1463} 1414}
1464 1415
1465/* This is called from time.c/process_object(). That function 1416/* This is called from time.c/process_object(). That function
1511 move_aura (op); 1462 move_aura (op);
1512 break; 1463 break;
1513 } 1464 }
1514} 1465}
1515 1466
1516/* this checks to see if something special should happen if
1517 * something runs into the object.
1518 */
1519void
1520check_spell_effect (object *op)
1521{
1522 switch (op->subtype)
1523 {
1524 case SP_BOLT:
1525 move_bolt (op);
1526 return;
1527
1528 case SP_BULLET:
1529 check_bullet (op);
1530 return;
1531 }
1532}
1533
1534/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1535 * 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
1536 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1537 * objects of the appropraite type. 1470 * objects of the appropriate type.
1538 */ 1471 */
1539void 1472void
1540apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1541{ 1474{
1542 switch (spell->subtype) 1475 switch (spell->subtype)
1543 { 1476 {
1544 case SP_CONE: 1477 case SP_CONE:
1545 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1546 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1547 break; 1480 break;
1548 1481
1549 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1550 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1551 { 1484 {
1552 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1553
1554 if (!spell->destroyed ())
1555 spell->destroy (); 1486 spell->destroy ();
1556 } 1487 }
1557 break; 1488 break;
1558 1489
1559 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1563 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1564 break;
1565 }
1566}
1567 1495
1496 break;
1497 }
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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