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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.77 by root, Sun Sep 28 15:49:08 2008 UTC vs.
Revision 1.125 by root, Mon Nov 12 03:48:34 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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>
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
84 */ 83 */
85void 84void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 86{
88 if (spob->other_arch) 87 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
90} 89}
91 90
92/* 91static int
93 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 93{
105 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
106 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 96 // repell has no such quarrels
108 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 99}
114 100
115/* This function returns the effective level the spell 101/* This function returns the effective level the spell
116 * is being cast at. 102 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 103 */
121int 104int
122caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
123{ 106{
124 int level = caster->level; 107 int level = caster->level;
125 108
126 /* 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. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 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);
130 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
131 114
132 level = min (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
133 } 116 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 118 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 119 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 120
142 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
144 level += caster->path_attuned & spell->path_attuned ? +8 : 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);
145 128
146 /* 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
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 142 * spell is the spell object.
160 * 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
161 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
162 */ 145 */
163
164sint16 146sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 148{
167 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
168 150
169 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
170 { 152 {
171 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 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));
174 }
175 else 155 else
176 sp = spell->stats.sp; 156 sp = spell->stats.sp;
177 157
178 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
180 sp = 1; 160 sp = 1;
181 161
182 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 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));
185 }
186 else 164 else
187 grace = spell->stats.grace; 165 grace = spell->stats.grace;
188 166
189 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
191 grace = 1; 169 grace = 1;
192 } 170 }
193 else 171 else
194 { 172 {
200 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
201 grace = 1; 179 grace = 1;
202 } 180 }
203 181
204 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 183 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
207 return grace; 185 return grace;
208 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
209 return sp; 187 return sp;
210 else 188 else
214 } 192 }
215} 193}
216 194
217/* 195/*
218 * Return the effective casting level of the spell. 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
219 */ 199 */
220static int 200static int
221SP_casting_level (object *caster, object *spell) 201SP_casting_level (object *caster, object *spell)
222{ 202{
223 int level = caster_level (caster, spell);
224 return max (0, level - min_casting_level (caster, spell)); 203 return casting_level (caster, spell);
225} 204}
226 205
227/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
229 */ 208 */
257SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
258{ 237{
259 if (!spob->range_modifier) 238 if (!spob->range_modifier)
260 return 0; 239 return 0;
261 240
262 int level = caster_level (caster, spob);
263 return SP_casting_level (caster, spob) / spob->range_modifier; 241 return SP_casting_level (caster, spob) / spob->range_modifier;
264} 242}
265 243
266/* 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
267 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
268 * 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.
269 */ 247 */
270object * 248object *
271check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
272{ 250{
273 object *spop; 251 object *spop;
274 shstr_cmp name_ (name);
275 252
276 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
278 return spop; 255 return spop;
279 256
280 return 0; 257 return 0;
281} 258}
282
283 259
284/* 260/*
285 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
286 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
287 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
288 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
289 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
290 * exact match, we also return NULL. 266 * exact match, we also return NULL.
291 */ 267 */
292
293object * 268object *
294lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
295{ 270{
296 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
297 int nummatch = 0; 272 int nummatch = 0;
298 273
299 if (spname == NULL) 274 if (!spname)
300 return NULL; 275 return 0;
301 276
302 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
303 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
304 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
305 */ 280 */
306 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
307 { 282 {
308 if (spob->type == SPELL) 283 if (spob->type == SPELL)
309 { 284 {
285 // TODO: WTF?
310 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
311 { 287 {
312 nummatch++; 288 nummatch++;
313 spob1 = spob; 289 spob1 = spob;
314 } 290 }
319 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
320 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
321 */ 297 */
322 if (spob2) 298 if (spob2)
323 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
324 spob2 = spob; 301 spob2 = spob;
325 } 302 }
326 } 303 }
327 } 304 }
328 /* 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
329 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
330 */ 307 */
331 if (spob2) 308 if (spob2)
332 return spob2; 309 return spob2;
310
333 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
334 return spob1; 312 return spob1;
313
335 return NULL; 314 return NULL;
336} 315}
337 316
338/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
339 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
343 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
344 */ 323 */
345int 324int
346reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
347{ 326{
348 object *op;
349
350 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
351 return 0; 328 return 0;
329
352 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)
353 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
354 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
355 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 return 1; 334 return 1;
357 335
358 return 0; 336 return 0;
359} 337}
360 338
361/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
362 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
363 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
364 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
365 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
366 * in. 344 * destroys the object is unsuccessful.
367 */ 345 */
368int 346bool
369cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
370{ 348{
371 maptile *m; 349 mapxy pos (op);
372 sint16 sx, sy; 350 pos.move (dir);
373 351
374 if (dir && 352 if (!pos.normalise ()
375 ((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
376 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
377 { 355 )
378 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
379 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
380 dir = 0;
381 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
382 361
383 SET_FLAG (new_op, FLAG_IDENTIFIED); 362 new_op->set_flag (FLAG_IDENTIFIED);
384 op->map->insert (new_op,
385 op->x + freearr_x[dir], op->y + freearr_y[dir],
386 op,
387 dir ? 0 : INS_BELOW_ORIGINATOR);
388 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
389 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;
390} 385}
391 386
392/* 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.
393 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
394 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
395 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
396 * 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
397 * 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.
398 *
399 */ 393 */
400int 394int
401ok_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)
402{ 396{
403 if (!xy_normalise (m, x, y)) 397 if (!xy_normalise (m, x, y))
407 ms.update (); 401 ms.update ();
408 402
409 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
410 return 0; 404 return 0;
411 405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
412 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
413 { 409 {
414 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
415 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
416 * 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
417 * 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
419 * 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
420 * 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
421 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
422 */ 418 */
423 if ((tmp->attacktype & AT_COUNTERSPELL) 419 if ((tmp->attacktype & AT_COUNTERSPELL)
424 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
425 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
426 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
427 && (tmp->type != BOW) 423 && (tmp->type != BOW)
428 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
429 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
430 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
431 // we special case floor here because there 427 // we special case floor here because there
432 // are sometimes spell effect floors 428 // are sometimes spell effect floors
433 // which are used to inflict damage 429 // which are used to inflict damage
434 // (and those shouldn't go away from 430 // (and those shouldn't go away from
435 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
436 && (immune_stop & AT_MAGIC)) 432 && (immune_stop & AT_MAGIC))
437 return 0; 433 return 0;
438 434
439 /* This is to prevent 'out of control' spells. Basically, this
440 * limits one spell effect per space per spell. This is definately
441 * needed for performance reasons, and just for playability I believe.
442 * there are no such things as multispaced spells right now, so
443 * we don't need to worry about the head.
444 */
445 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
446 return 0;
447
448 /*
449 * Combine similar spell effects into one spell effect. Needed for
450 * performance reasons with meteor swarm and the like, but also for
451 * playability reasons.
452 */
453 if (tmp->arch == op->arch /* no harm if not comparing by name here */
454 && tmp->type == op->type 435 if (tmp->type == op->type)
455 && tmp->subtype == op->subtype
456 && tmp->owner == op->owner
457 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
458 { 436 {
459 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
460 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
461 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)
462 return 0; 469 return 0;
463 } 470 }
464 471
465 /* 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
466 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
467 */ 474 */
498 tmp->stats.food = tmp->duration; 505 tmp->stats.food = tmp->duration;
499 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500 tmp->attacktype = spell->attacktype; 507 tmp->attacktype = spell->attacktype;
501 tmp->direction = dir; 508 tmp->direction = dir;
502 tmp->set_owner (op); 509 tmp->set_owner (op);
503 tmp->level = caster_level (caster, spell); 510 tmp->level = casting_level (caster, spell);
504 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
505 512
506 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
509 return 0; 516 return 0;
510 517
511 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
512 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
513 520
514 if ((tmp = op->map->insert (tmp, x, y, op))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
515 move_spell_effect (tmp); 522 move_spell_effect (tmp);
516 523
524 ****************************************************************************/ 531 ****************************************************************************/
525void 532void
526regenerate_rod (object *rod) 533regenerate_rod (object *rod)
527{ 534{
528 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
529 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);
530} 537}
531 538
532void 539void
533drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
534{ 541{
554 { 561 {
555 tmp = op->owner; 562 tmp = op->owner;
556 /* 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
557 * to the caster. 564 * to the caster.
558 */ 565 */
559 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
560 tmp = op; 567 tmp = op;
561 } 568 }
562 else 569 else
563 { 570 {
564 maptile *m = op->map; 571 maptile *m = op->map;
612 continue; 619 continue;
613 620
614 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
615 622
616 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
617 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
618 (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))))
619 tmp = tmp->above; 626 tmp = tmp->above;
620 627
621 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
622 return freedir[i]; 629 return freedir[i];
626 633
627/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
628 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
629 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
630 */ 637 */
631void 638static void
632put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
633{ 640{
634 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
635 archetype *at; 642 archetype *at;
636 int dir; 643 int dir;
651 * insert multipart monsters properly 658 * insert multipart monsters properly
652 */ 659 */
653 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
654 while (at != NULL) 661 while (at != NULL)
655 { 662 {
656 tmp = arch_to_object (at); 663 tmp = at->instance ();
657 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
658 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
659 tmp->map = op->map; 666 tmp->map = op->map;
660 if (head) 667 if (head)
661 { 668 {
692 * 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
693 * 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
694 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
695 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
696 */ 703 */
697
698int 704int
699summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
700{ 706{
701 int i; 707 int i;
702 708
767 { 773 {
768 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
769 } 775 }
770} 776}
771 777
772
773/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
774 * at casting a prayer. 779 * at casting a prayer.
775 * op is the player. 780 * op is the player.
776 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
777 * 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.
778 */ 783 */
779 784
780void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
781prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
782{ 789{
783 const char *godname; 790 const char *godname;
784 object *tmp; 791 object *tmp;
785 792
786 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
787 godname = "Your spirit"; 794 godname = "Your spirit";
788 795
789 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
790 { 797 {
791 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);
792 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
793 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
794 tmp->destroy (); 801 tmp->destroy ();
795 } 802 }
796 803
797 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
798 { 805 {
799 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
800 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
801 } 808 }
802 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
803 { 810 {
804 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
805 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
806 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
807 } 815 }
808 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
809 { 817 {
810 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
811 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
812 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
813 } 821 }
814} 822}
815 823
816/* 824/*
817 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
818 * of failure badness. 826 * of failure badness.
819 * op is the player that failed. 827 * op is the player that failed.
820 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
821 * 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.
822 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
823 */ 831 */
824
825void 832void
826spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
827{ 834{
828 object *tmp; 835 object *tmp;
829 836
830 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
831 return; 838 return;
832 839
833 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
834 { 841 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
836 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
837 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
838 tmp->destroy (); 845 tmp->destroy ();
839 } 846 }
840 847
841 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
842 { 849 {
843 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!");
844 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
845 } 852 }
846 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
847 { 854 {
848 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
849 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
850 } 857 }
851 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
852 { 859 {
853 object *tmp; 860 object *tmp;
854 861
855 /* 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 */
856 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)
857 { 864 {
858 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!");
859 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
860 867
861 } 868 }
862 else 869 else
863 { 870 {
864 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!");
865 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
866 tmp->level = skill->level; 873 tmp->level = skill->level;
867 874
868 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
869 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
870 877
878 tmp->insert_at (op); 885 tmp->insert_at (op);
879 } 886 }
880 } 887 }
881} 888}
882 889
883int 890static int
884cast_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)
885{ 892{
886 int success;
887 object *spell;
888
889 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
890 { 894 {
891 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
892 return 0; 896 return 0;
893 } 897 }
894 898
895 spell = arch_to_object (spell_ob->other_arch); 899 object *spell = spell_ob->other_arch->instance ();
896 900
897 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
898 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
899 903
900 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
901 { 905 {
902 spell->remove (); 906 spell->remove ();
903 return success; 907 return success;
904 } 908 }
905 909
906 for_all_players (pl) 910 for_all_players (pl)
907 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)
908 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
909 915
910 spell->remove (); 916 spell->remove ();
911 return success; 917 return success;
912} 918}
913 919
919 * same as op. 925 * same as op.
920 * 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
921 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
922 * 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,
923 * we can determine what to do. 929 * we can determine what to do.
924 * 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
925 * 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
926 * 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,
927 * etc. 933 * etc.
928 * 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
929 * 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
937 * 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),
938 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
939 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
940 */ 946 */
941int 947int
942cast_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)
943{ 949{
944 const char *godname; 950 const char *godname;
945 int success = 0, cast_level = 0; 951 int success = 0;
946 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
947 956
948 if (!spell_ob) 957 if (!spell_ob)
949 { 958 {
950 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
951 return 0; 960 return 0;
962 } 971 }
963 972
964 /* 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
965 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
966 */ 975 */
967 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])
968 { 977 {
969 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
970 return 0; 979 return 0;
971 } 980 }
981
982 object *skill = 0;
972 983
973 /* 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
974 * (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
975 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
976 * 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
977 * should take care of that. 988 * should take care of that.
978 * 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
979 * 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
980 * at least process that code. 991 * at least process that code.
981 */ 992 */
982 if (op->type == PLAYER && op == caster) 993 if (op->type == PLAYER && op == caster)
983 { 994 {
984 cast_level = caster_level (caster, spell_ob);
985
986 if (spell_ob->skill) 995 if (spell_ob->skill)
987 { 996 {
988 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
989 998
990 if (!skill) 999 if (!skill)
991 { 1000 {
992 op->failmsg (format ("You need the skill %s to cast %s! " 1001 op->failmsgf ("You need the %s skill to cast %s! "
993 "H<You either need to learn the skill via a skill scroll " 1002 "H<You either need to learn the skill via a skill scroll "
994 "or you need to wear a talisman or holy symbol.>", 1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
995 &spell_ob->skill, &spell_ob->name)); 1004 &spell_ob->skill, &spell_ob->name);
996 return 0; 1005 return 0;
997 } 1006 }
998 1007
999 int casting_level = min_casting_level (op, spell_ob); 1008 const char *msg = "";
1000 1009
1001 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1010 int caster_level = skill->level;
1011
1012 if (op->path_attuned & spell_ob->path_attuned)
1002 { 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 {
1003 op->failmsg (format ("You lack enough skill to cast that spell! " 1026 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1027 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 cast_level, casting_level)); 1028 caster_level, msg, spell_ob->level);
1029 if (!op->is_wiz ())
1006 return 0; 1030 return 0;
1007 } 1031 }
1008 } 1032 }
1009 1033
1010 /* 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
1011 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1012 */ 1036 */
1013 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1014 { 1038 {
1015 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1016 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)
1017 { 1041 {
1018 op->failmsg ("You don't have enough mana!"); 1042 op->failmsg ("You don't have enough mana!");
1026 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)
1027 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));
1028 else 1052 else
1029 { 1053 {
1030 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);
1031 op->failmsg (format ("%s ignores your prayer.", godname)); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1032 return 0; 1056 return 0;
1033 } 1057 }
1034 } 1058 }
1035 1059
1036 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1037 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) <
1038 (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]))
1039 { 1063 {
1040 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1041 op->failmsg ("You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1042 1066
1043 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);
1066 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1067 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1068 * doing. 1092 * doing.
1069 */ 1093 */
1070 1094
1071 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 :-)!
1072 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1073 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!");
1074 return 0; 1099 return 0;
1075 } 1100 }
1076 1101
1077 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1078 && (caster->type != POTION) 1103 && (caster->type != POTION)
1079 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1080 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1081 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1082 && (((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)))
1083 { 1108 {
1084 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1085 return 0; 1110 return 0;
1086 1111
1087 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1088 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1089 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1090 { 1115 {
1091 if (item->type == SPELL) 1116 if (item->type == SPELL)
1092 op->failmsg ("Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1093 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1099 op->failmsg ("Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1100 1125
1101 return 0; 1126 return 0;
1102 } 1127 }
1103 1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1104 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1105 * 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
1106 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1107 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1108 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1109 * the player any time. 1137 * the player any time.
1110 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1111 */ 1139 */
1112 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1113 { 1141 {
1114 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;
1115 /* 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
1116 * 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
1117 */ 1145 */
1118 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)
1119 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;
1120 } 1148 }
1121 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)
1122 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1123 1151
1124 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1125 { 1153 {
1126 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);
1127 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);
1132 * object requires. 1160 * object requires.
1133 */ 1161 */
1134 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1135 { 1163 {
1136 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1137 if (!skill) 1166 if (!skill)
1138 { 1167 {
1139 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));
1140 return 0; 1169 return 0;
1141 } 1170 }
1142
1143 op->change_skill (skill); /* needed for proper exp credit */
1144 } 1171 }
1145 1172
1146 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)))
1147 return RESULT_INT (0); 1174 return RESULT_INT (0);
1148 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
1149 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1150 { 1184 {
1151 /* 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
1152 * in in spells.h. 1186 * in spells.h.
1153 */ 1187 */
1154 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1155 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1156 break; 1190 break;
1157 1191
1158 case SP_RUNE: 1192 case SP_RUNE:
1159 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1160 break; 1194 break;
1161 1195
1162 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1163 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1164 break; 1198 break;
1165 1199
1166 case SP_BOLT: 1200 case SP_BOLT:
1167 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1168 break; 1202 break;
1197 1231
1198 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1199 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1200 * moved. 1234 * moved.
1201 */ 1235 */
1202 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1203 break; 1237 break;
1204 1238
1205 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1206 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1207 { 1241 {
1240 case SP_HEALING: 1274 case SP_HEALING:
1241 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1242 break; 1276 break;
1243 1277
1244 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1245 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1246 break; 1280 break;
1247 1281
1248 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1249 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1250 break; 1284 break;
1260 case SP_CURSE: 1294 case SP_CURSE:
1261 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1262 break; 1296 break;
1263 1297
1264 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1265 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1266 break; 1300 break;
1267 1301
1268 case SP_CHARGING: 1302 case SP_CHARGING:
1269 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1270 break; 1304 break;
1303 break; 1337 break;
1304 1338
1305 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1306 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)
1307 { 1341 {
1308 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);
1309 success = 0; 1343 success = 0;
1310 } 1344 }
1311 else 1345 else
1312 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1346 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1313 break; 1347 break;
1324 /* in rune.c */ 1358 /* in rune.c */
1325 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1326 break; 1360 break;
1327 1361
1328 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1329 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1330 break; 1364 break;
1331 1365
1332 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1333 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1334 break; 1368 break;
1356 case SP_AURA: 1390 case SP_AURA:
1357 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1358 break; 1392 break;
1359 1393
1360 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1361 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1362 break; 1396 break;
1363 1397
1364 default: 1398 default:
1365 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);
1366 } 1400 }
1401
1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1367 1404
1368 op->play_sound ( 1405 op->play_sound (
1369 success 1406 success
1370 ? spell_ob->sound 1407 ? spell_ob->sound
1371 ? spell_ob->sound 1408 ? spell_ob->sound
1425 move_aura (op); 1462 move_aura (op);
1426 break; 1463 break;
1427 } 1464 }
1428} 1465}
1429 1466
1430/* this checks to see if something special should happen if
1431 * something runs into the object.
1432 */
1433void
1434check_spell_effect (object *op)
1435{
1436 switch (op->subtype)
1437 {
1438 case SP_BOLT:
1439 move_bolt (op);
1440 return;
1441
1442 case SP_BULLET:
1443 check_bullet (op);
1444 return;
1445 }
1446}
1447
1448/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1449 * 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
1450 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1451 * objects of the appropriate type. 1470 * objects of the appropriate type.
1452 */ 1471 */
1454apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1455{ 1474{
1456 switch (spell->subtype) 1475 switch (spell->subtype)
1457 { 1476 {
1458 case SP_CONE: 1477 case SP_CONE:
1459 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1460 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1461 break; 1480 break;
1462 1481
1463 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1464 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1465 { 1484 {
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467
1468 if (!spell->destroyed ())
1469 spell->destroy (); 1486 spell->destroy ();
1470 } 1487 }
1471 break; 1488 break;
1472 1489
1473 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1475 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1476 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1477 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1478 break;
1479 }
1480}
1481 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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