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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.79 by root, Mon Sep 29 06:32:09 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 42
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 46
46 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
47 if (!k) 48 if (!k)
48 return NULL; 49 return NULL;
49 50
50 s = RANDOM () % k; 51 s = rndm (k);
51 52
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 55 if (!s)
55 return tmp; 56 return tmp;
82 */ 83 */
83void 84void
84spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85{ 86{
86 if (spob->other_arch) 87 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
88} 89}
89 90
90/* 91static int
91 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
92 * effective level the caster needs to be to cast the spell.
93 * basically, it just adjusts the spell->level with attuned/repelled
94 * spellpaths. Was called path_level_mod.
95 *
96 * caster is person casting the spell.
97 * spell is the spell object.
98 * Returns modified level.
99 */
100int
101min_casting_level (object *caster, object *spell)
102{ 93{
103 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
104 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
105 96 // repell has no such quarrels
106 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
109
110 return max (1, new_level);
111} 99}
112 100
113/* This function returns the effective level the spell 101/* This function returns the effective level the spell
114 * is being cast at. 102 * is being cast at.
115 */ 103 */
128 } 116 }
129 else if (caster->type == PLAYER) /* 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 */
130 if (object *skill = caster->contr->find_skill (spell->skill)) 118 if (object *skill = caster->contr->find_skill (spell->skill))
131 level = skill->level; 119 level = skill->level;
132 120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
133 // now scale the effective level from the startinglevel..100 range to 1..100 125 // now scale the effective level from the startinglevel..100 range to 1..100
134 if (level < 100) 126 if (level < 100)
135 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
136 128
137 /* Got valid caster level. Now adjust for attunement */
138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
143 if (caster->path_repelled & spell->path_attuned)
144 level -= ATTUNE_REPELL;
145
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
166 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
167 150
168 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
169 { 152 {
170 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
171 {
172 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));
173 }
174 else 155 else
175 sp = spell->stats.sp; 156 sp = spell->stats.sp;
176 157
177 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
178 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
179 sp = 1; 160 sp = 1;
180 161
181 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
182 {
183 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));
184 }
185 else 164 else
186 grace = spell->stats.grace; 165 grace = spell->stats.grace;
187 166
188 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
189 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
190 grace = 1; 169 grace = 1;
191 } 170 }
192 else 171 else
193 { 172 {
199 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
200 grace = 1; 179 grace = 1;
201 } 180 }
202 181
203 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
204 return MAX (sp, grace); 183 return max (sp, grace);
205 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
206 return grace; 185 return grace;
207 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
208 return sp; 187 return sp;
209 else 188 else
265/* 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
266 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
267 * 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.
268 */ 247 */
269object * 248object *
270check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
271{ 250{
272 object *spop; 251 object *spop;
273 shstr_cmp name_ (name);
274 252
275 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
276 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
277 return spop; 255 return spop;
278 256
279 return 0; 257 return 0;
280} 258}
281
282 259
283/* 260/*
284 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
285 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
286 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
287 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
288 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
289 * exact match, we also return NULL. 266 * exact match, we also return NULL.
290 */ 267 */
291
292object * 268object *
293lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
294{ 270{
295 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
296 int nummatch = 0; 272 int nummatch = 0;
297 273
298 if (spname == NULL) 274 if (!spname)
299 return NULL; 275 return 0;
300 276
301 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
302 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
303 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
304 */ 280 */
305 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
306 { 282 {
307 if (spob->type == SPELL) 283 if (spob->type == SPELL)
308 { 284 {
285 // TODO: WTF?
309 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
310 { 287 {
311 nummatch++; 288 nummatch++;
312 spob1 = spob; 289 spob1 = spob;
313 } 290 }
318 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
319 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
320 */ 297 */
321 if (spob2) 298 if (spob2)
322 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
323 spob2 = spob; 301 spob2 = spob;
324 } 302 }
325 } 303 }
326 } 304 }
327 /* 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
328 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
329 */ 307 */
330 if (spob2) 308 if (spob2)
331 return spob2; 309 return spob2;
310
332 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
333 return spob1; 312 return spob1;
313
334 return NULL; 314 return NULL;
335} 315}
336 316
337/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
338 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
346{ 326{
347 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
348 return 0; 328 return 0;
349 329
350 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
351 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
352 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
353 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
354 return 1; 334 return 1;
355 335
356 return 0; 336 return 0;
357} 337}
358 338
359/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
360 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
361 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
362 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
363 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
364 * in. 344 * destroys the object is unsuccessful.
365 */ 345 */
366int 346bool
367cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
368{ 348{
369 maptile *m; 349 mapxy pos (op);
370 sint16 sx, sy; 350 pos.move (dir);
371 351
372 if (dir && 352 if (!pos.normalise ()
373 ((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
374 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
375 { 355 )
376 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
377 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
378 dir = 0;
379 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
380 361
381 SET_FLAG (new_op, FLAG_IDENTIFIED); 362 new_op->set_flag (FLAG_IDENTIFIED);
382 op->map->insert (new_op,
383 op->x + freearr_x[dir], op->y + freearr_y[dir],
384 op,
385 dir ? 0 : INS_BELOW_ORIGINATOR);
386 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
387 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;
388} 385}
389 386
390/* 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.
391 * immune_stop is basically the attacktype of the spell (why 388 * immune_stop is basically the attacktype of the spell (why
392 * passed as a different value, not sure of). If immune_stop 389 * passed as a different value, not sure of). If immune_stop
393 * has the AT_MAGIC bit set, and there is a counterwall 390 * has the AT_MAGIC bit set, and there is a counterwall
394 * 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
395 * 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.
396 *
397 */ 393 */
398int 394int
399ok_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)
400{ 396{
401 if (!xy_normalise (m, x, y)) 397 if (!xy_normalise (m, x, y))
405 ms.update (); 401 ms.update ();
406 402
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 return 0; 404 return 0;
409 405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
410 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
411 { 409 {
412 /* If there is a counterspell on the space, and this 410 /* If there is a counterspell on the space, and this
413 * object is using magic, don't progress. I believe we could 411 * object is using magic, don't progress. I believe we could
414 * 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
415 * 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
417 * 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
418 * 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
419 * spell to actually hit the counterwall and be sucked up. 417 * spell to actually hit the counterwall and be sucked up.
420 */ 418 */
421 if ((tmp->attacktype & AT_COUNTERSPELL) 419 if ((tmp->attacktype & AT_COUNTERSPELL)
422 && !QUERY_FLAG (tmp, FLAG_MONSTER) 420 && !tmp->flag [FLAG_MONSTER]
423 && (tmp->type != PLAYER) 421 && (tmp->type != PLAYER)
424 && (tmp->type != WEAPON) 422 && (tmp->type != WEAPON)
425 && (tmp->type != BOW) 423 && (tmp->type != BOW)
426 && (tmp->type != ARROW) 424 && (tmp->type != ARROW)
427 && (tmp->type != GOLEM) 425 && (tmp->type != GOLEM)
428 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
429 // we special case floor here because there 427 // we special case floor here because there
430 // are sometimes spell effect floors 428 // are sometimes spell effect floors
431 // which are used to inflict damage 429 // which are used to inflict damage
432 // (and those shouldn't go away from 430 // (and those shouldn't go away from
433 // sanctuary) see also: permanent lava 431 // sanctuary) see also: permanent lava
434 && (immune_stop & AT_MAGIC)) 432 && (immune_stop & AT_MAGIC))
435 return 0; 433 return 0;
436 434
437 /* This is to prevent 'out of control' spells. Basically, this
438 * limits one spell effect per space per spell. This is definately
439 * needed for performance reasons, and just for playability I believe.
440 * there are no such things as multispaced spells right now, so
441 * we don't need to worry about the head.
442 */
443 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
444 return 0;
445
446 /*
447 * Combine similar spell effects into one spell effect. Needed for
448 * performance reasons with meteor swarm and the like, but also for
449 * playability reasons.
450 */
451 if (tmp->arch == op->arch /* no harm if not comparing by name here */
452 && tmp->type == op->type 435 if (tmp->type == op->type)
453 && tmp->subtype == op->subtype
454 && tmp->owner == op->owner
455 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 { 436 {
457 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 if (tmp->subtype == op->subtype
458 tmp->range = MAX (tmp->range, op->range); 438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
459 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)
460 return 0; 469 return 0;
461 } 470 }
462 471
463 /* 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
464 * ground to prevent it from moving along? 473 * ground to prevent it from moving along?
465 */ 474 */
504 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
505 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
506 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
507 return 0; 516 return 0;
508 517
509 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
510 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
511 520
512 if ((tmp = op->map->insert (tmp, x, y, op))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
513 move_spell_effect (tmp); 522 move_spell_effect (tmp);
514 523
522 ****************************************************************************/ 531 ****************************************************************************/
523void 532void
524regenerate_rod (object *rod) 533regenerate_rod (object *rod)
525{ 534{
526 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
527 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);
528} 537}
529 538
530void 539void
531drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
532{ 541{
552 { 561 {
553 tmp = op->owner; 562 tmp = op->owner;
554 /* 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
555 * to the caster. 564 * to the caster.
556 */ 565 */
557 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
558 tmp = op; 567 tmp = op;
559 } 568 }
560 else 569 else
561 { 570 {
562 maptile *m = op->map; 571 maptile *m = op->map;
610 continue; 619 continue;
611 620
612 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
613 622
614 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
615 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
616 (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))))
617 tmp = tmp->above; 626 tmp = tmp->above;
618 627
619 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
620 return freedir[i]; 629 return freedir[i];
624 633
625/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
626 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
627 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
628 */ 637 */
629void 638static void
630put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
631{ 640{
632 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
633 archetype *at; 642 archetype *at;
634 int dir; 643 int dir;
649 * insert multipart monsters properly 658 * insert multipart monsters properly
650 */ 659 */
651 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
652 while (at != NULL) 661 while (at != NULL)
653 { 662 {
654 tmp = arch_to_object (at); 663 tmp = at->instance ();
655 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
656 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
657 tmp->map = op->map; 666 tmp->map = op->map;
658 if (head) 667 if (head)
659 { 668 {
690 * 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
691 * 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
692 * never used. This is however used by various failures on the 701 * never used. This is however used by various failures on the
693 * players part (alchemy, reincarnation, etc) 702 * players part (alchemy, reincarnation, etc)
694 */ 703 */
695
696int 704int
697summon_hostile_monsters (object *op, int n, const char *monstername) 705summon_hostile_monsters (object *op, int n, const char *monstername)
698{ 706{
699 int i; 707 int i;
700 708
765 { 773 {
766 SET_ANIMATION (op, ATTACKS[i].face); 774 SET_ANIMATION (op, ATTACKS[i].face);
767 } 775 }
768} 776}
769 777
770
771/* prayer_failure: This is called when a player fails 778/* prayer_failure: This is called when a player fails
772 * at casting a prayer. 779 * at casting a prayer.
773 * op is the player. 780 * op is the player.
774 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
775 * 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.
776 */ 783 */
777 784
778void 785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
779prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
780{ 789{
781 const char *godname; 790 const char *godname;
782 object *tmp; 791 object *tmp;
783 792
784 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
785 godname = "Your spirit"; 794 godname = "Your spirit";
786 795
787 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
788 { 797 {
789 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);
790 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
791 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
792 tmp->destroy (); 801 tmp->destroy ();
793 } 802 }
794 803
795 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
796 { 805 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
798 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
799 } 808 }
800 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
801 { 810 {
802 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
803 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
804 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
805 } 815 }
806 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
807 { 817 {
808 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
810 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
811 } 821 }
812} 822}
813 823
814/* 824/*
815 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
816 * of failure badness. 826 * of failure badness.
817 * op is the player that failed. 827 * op is the player that failed.
818 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
819 * 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.
820 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
821 */ 831 */
822
823void 832void
824spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
825{ 834{
826 object *tmp; 835 object *tmp;
827 836
828 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
829 return; 838 return;
830 839
831 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
832 { 841 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
834 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
835 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
836 tmp->destroy (); 845 tmp->destroy ();
837 } 846 }
838 847
839 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
840 { 849 {
841 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!");
842 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
843 } 852 }
844 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
845 { 854 {
846 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
847 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
848 } 857 }
849 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
850 { 859 {
851 object *tmp; 860 object *tmp;
852 861
853 /* 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 */
854 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)
855 { 864 {
856 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!");
857 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
858 867
859 } 868 }
860 else 869 else
861 { 870 {
862 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!");
863 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
864 tmp->level = skill->level; 873 tmp->level = skill->level;
865 874
866 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
867 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
868 877
876 tmp->insert_at (op); 885 tmp->insert_at (op);
877 } 886 }
878 } 887 }
879} 888}
880 889
881int 890static int
882cast_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)
883{ 892{
884 int success;
885 object *spell;
886
887 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
888 { 894 {
889 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
890 return 0; 896 return 0;
891 } 897 }
892 898
893 spell = arch_to_object (spell_ob->other_arch); 899 object *spell = spell_ob->other_arch->instance ();
894 900
895 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
896 success = cast_spell (op, caster, dir, spell, stringarg); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
897 903
898 if (caster->contr->party == NULL) 904 if (!op->contr || !op->contr->party)
899 { 905 {
900 spell->remove (); 906 spell->remove ();
901 return success; 907 return success;
902 } 908 }
903 909
904 for_all_players (pl) 910 for_all_players (pl)
905 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)
906 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
907 915
908 spell->remove (); 916 spell->remove ();
909 return success; 917 return success;
910} 918}
911 919
917 * same as op. 925 * same as op.
918 * 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
919 * is self only, dir really doesn't make a difference. 927 * is self only, dir really doesn't make a difference.
920 * 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,
921 * we can determine what to do. 929 * we can determine what to do.
922 * 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
923 * 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
924 * 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,
925 * etc. 933 * etc.
926 * 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
927 * 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
935 * 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),
936 * this function will decrease the mana/grace appropriately. For other 944 * this function will decrease the mana/grace appropriately. For other
937 * objects, the caller should do what it considers appropriate. 945 * objects, the caller should do what it considers appropriate.
938 */ 946 */
939int 947int
940cast_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)
941{ 949{
942 const char *godname; 950 const char *godname;
943 int success = 0, cast_level = 0; 951 int success = 0;
944 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
945 956
946 if (!spell_ob) 957 if (!spell_ob)
947 { 958 {
948 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
949 return 0; 960 return 0;
960 } 971 }
961 972
962 /* 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
963 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
964 */ 975 */
965 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])
966 { 977 {
967 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
968 return 0; 979 return 0;
969 } 980 }
981
982 object *skill = 0;
970 983
971 /* 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
972 * (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
973 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
974 * 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
975 * should take care of that. 988 * should take care of that.
976 * 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
977 * 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
978 * at least process that code. 991 * at least process that code.
979 */ 992 */
983 { 996 {
984 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
985 998
986 if (!skill) 999 if (!skill)
987 { 1000 {
988 op->failmsg (format ("You need the skill %s to cast %s! " 1001 op->failmsgf ("You need the %s skill to cast %s! "
989 "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 "
990 "or you need to wear a talisman or holy symbol.>", 1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
991 &spell_ob->skill, &spell_ob->name)); 1004 &spell_ob->skill, &spell_ob->name);
992 return 0; 1005 return 0;
993 } 1006 }
994 1007
995 const char *msg = ""; 1008 const char *msg = "";
996 1009
997 int caster_level = skill->level; 1010 int caster_level = skill->level;
998 1011
999 if (op->path_attuned & spell_ob->path_attuned) 1012 if (op->path_attuned & spell_ob->path_attuned)
1000 { 1013 {
1001 caster_level += ATTUNE_REPELL; 1014 caster_level += min (caster_level, ATTUNE_REPELL);
1002 msg = " (attuned)"; 1015 msg = " (attuned)";
1003 } 1016 }
1004 1017
1005 if (op->path_repelled & spell_ob->path_attuned) 1018 if (op->path_repelled & spell_ob->path_attuned)
1006 { 1019 {
1007 caster_level = ATTUNE_REPELL; // negative is ok 1020 caster_level -= ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)"; 1021 msg = " (repelled)";
1009 } 1022 }
1010 1023
1011 int casting_level = min_casting_level (op, spell_ob);
1012
1013 if (casting_level > caster_level) 1024 if (spell_ob->level > caster_level)
1014 { 1025 {
1015 op->failmsg (format ("You lack enough skill to cast that spell! " 1026 op->failmsgf ("You lack enough skill to cast that spell! "
1016 "H<Your effective cast level is %d%s, but level %d is required.>", 1027 "H<Your effective cast level is %d%s, but level %d is required.>",
1017 caster_level, msg, casting_level)); 1028 caster_level, msg, spell_ob->level);
1018 if (!op->is_wiz ()) 1029 if (!op->is_wiz ())
1019 return 0; 1030 return 0;
1020 } 1031 }
1021 } 1032 }
1022 1033
1023 /* 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
1024 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1025 */ 1036 */
1026 if (!QUERY_FLAG (op, FLAG_WIZ)) 1037 if (!op->flag [FLAG_WIZCAST])
1027 { 1038 {
1028 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1029 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)
1030 { 1041 {
1031 op->failmsg ("You don't have enough mana!"); 1042 op->failmsg ("You don't have enough mana!");
1039 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)
1040 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));
1041 else 1052 else
1042 { 1053 {
1043 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);
1044 op->failmsg (format ("%s ignores your prayer.", godname)); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1045 return 0; 1056 return 0;
1046 } 1057 }
1047 } 1058 }
1048 1059
1049 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1050 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) <
1051 (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]))
1052 { 1063 {
1053 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1054 op->failmsg ("You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1055 1066
1056 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);
1079 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1080 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1081 * doing. 1092 * doing.
1082 */ 1093 */
1083 1094
1084 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 :-)!
1085 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1086 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!");
1087 return 0; 1099 return 0;
1088 } 1100 }
1089 1101
1090 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1091 && (caster->type != POTION) 1103 && (caster->type != POTION)
1092 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1093 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1094 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1095 && (((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)))
1096 { 1108 {
1097 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1098 return 0; 1110 return 0;
1099 1111
1100 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1101 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1102 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1103 { 1115 {
1104 if (item->type == SPELL) 1116 if (item->type == SPELL)
1105 op->failmsg ("Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1106 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1112 op->failmsg ("Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1113 1125
1114 return 0; 1126 return 0;
1115 } 1127 }
1116 1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1117 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1118 * 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
1119 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1120 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1121 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1122 * the player any time. 1137 * the player any time.
1123 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1124 */ 1139 */
1125 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1126 { 1141 {
1127 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;
1128 /* 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
1129 * 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
1130 */ 1145 */
1131 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)
1132 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;
1133 } 1148 }
1134 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)
1135 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1136 1151
1137 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1138 { 1153 {
1139 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);
1140 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);
1145 * object requires. 1160 * object requires.
1146 */ 1161 */
1147 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1148 { 1163 {
1149 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1150 if (!skill) 1166 if (!skill)
1151 { 1167 {
1152 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));
1153 return 0; 1169 return 0;
1154 } 1170 }
1155
1156 op->change_skill (skill); /* needed for proper exp credit */
1157 } 1171 }
1158 1172
1159 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)))
1160 return RESULT_INT (0); 1174 return RESULT_INT (0);
1161 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
1162 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1163 { 1184 {
1164 /* 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
1165 * in in spells.h. 1186 * in spells.h.
1166 */ 1187 */
1167 case SP_RAISE_DEAD: 1188 case SP_RAISE_DEAD:
1168 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1169 break; 1190 break;
1170 1191
1171 case SP_RUNE: 1192 case SP_RUNE:
1172 success = write_rune (op, caster, spell_ob, dir, stringarg); 1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1173 break; 1194 break;
1174 1195
1175 case SP_MAKE_MARK: 1196 case SP_MAKE_MARK:
1176 success = write_mark (op, spell_ob, stringarg); 1197 success = write_mark (op, spell_ob, spellparam);
1177 break; 1198 break;
1178 1199
1179 case SP_BOLT: 1200 case SP_BOLT:
1180 success = fire_bolt (op, caster, dir, spell_ob, skill); 1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1181 break; 1202 break;
1210 1231
1211 case SP_DIMENSION_DOOR: 1232 case SP_DIMENSION_DOOR:
1212 /* dimension door needs the actual caster, because that is what is 1233 /* dimension door needs the actual caster, because that is what is
1213 * moved. 1234 * moved.
1214 */ 1235 */
1215 success = dimension_door (op, caster, spell_ob, dir); 1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1216 break; 1237 break;
1217 1238
1218 case SP_MAGIC_MAPPING: 1239 case SP_MAGIC_MAPPING:
1219 if (op->type == PLAYER) 1240 if (op->type == PLAYER)
1220 { 1241 {
1253 case SP_HEALING: 1274 case SP_HEALING:
1254 success = cast_heal (op, caster, spell_ob, dir); 1275 success = cast_heal (op, caster, spell_ob, dir);
1255 break; 1276 break;
1256 1277
1257 case SP_CREATE_FOOD: 1278 case SP_CREATE_FOOD:
1258 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1259 break; 1280 break;
1260 1281
1261 case SP_EARTH_TO_DUST: 1282 case SP_EARTH_TO_DUST:
1262 success = cast_earth_to_dust (op, caster, spell_ob); 1283 success = cast_earth_to_dust (op, caster, spell_ob);
1263 break; 1284 break;
1273 case SP_CURSE: 1294 case SP_CURSE:
1274 success = cast_curse (op, caster, spell_ob, dir); 1295 success = cast_curse (op, caster, spell_ob, dir);
1275 break; 1296 break;
1276 1297
1277 case SP_SUMMON_MONSTER: 1298 case SP_SUMMON_MONSTER:
1278 success = summon_object (op, caster, spell_ob, dir, stringarg); 1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1279 break; 1300 break;
1280 1301
1281 case SP_CHARGING: 1302 case SP_CHARGING:
1282 success = recharge (op, caster, spell_ob); 1303 success = recharge (op, caster, spell_ob);
1283 break; 1304 break;
1316 break; 1337 break;
1317 1338
1318 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1319 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)
1320 { 1341 {
1321 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);
1322 success = 0; 1343 success = 0;
1323 } 1344 }
1324 else 1345 else
1325 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);
1326 break; 1347 break;
1337 /* in rune.c */ 1358 /* in rune.c */
1338 success = dispel_rune (op, caster, spell_ob, skill, dir); 1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1339 break; 1360 break;
1340 1361
1341 case SP_CREATE_MISSILE: 1362 case SP_CREATE_MISSILE:
1342 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1343 break; 1364 break;
1344 1365
1345 case SP_CONSECRATE: 1366 case SP_CONSECRATE:
1346 success = cast_consecrate (op, caster, spell_ob); 1367 success = cast_consecrate (op, caster, spell_ob);
1347 break; 1368 break;
1369 case SP_AURA: 1390 case SP_AURA:
1370 success = create_aura (op, caster, spell_ob); 1391 success = create_aura (op, caster, spell_ob);
1371 break; 1392 break;
1372 1393
1373 case SP_PARTY_SPELL: 1394 case SP_PARTY_SPELL:
1374 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1375 break; 1396 break;
1376 1397
1377 default: 1398 default:
1378 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);
1379 } 1400 }
1401
1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1380 1404
1381 op->play_sound ( 1405 op->play_sound (
1382 success 1406 success
1383 ? spell_ob->sound 1407 ? spell_ob->sound
1384 ? spell_ob->sound 1408 ? spell_ob->sound
1438 move_aura (op); 1462 move_aura (op);
1439 break; 1463 break;
1440 } 1464 }
1441} 1465}
1442 1466
1443/* this checks to see if something special should happen if
1444 * something runs into the object.
1445 */
1446void
1447check_spell_effect (object *op)
1448{
1449 switch (op->subtype)
1450 {
1451 case SP_BOLT:
1452 move_bolt (op);
1453 return;
1454
1455 case SP_BULLET:
1456 check_bullet (op);
1457 return;
1458 }
1459}
1460
1461/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1462 * 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
1463 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1464 * objects of the appropriate type. 1470 * objects of the appropriate type.
1465 */ 1471 */
1467apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1468{ 1474{
1469 switch (spell->subtype) 1475 switch (spell->subtype)
1470 { 1476 {
1471 case SP_CONE: 1477 case SP_CONE:
1472 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1474 break; 1480 break;
1475 1481
1476 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1477 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1478 { 1484 {
1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1480
1481 if (!spell->destroyed ())
1482 spell->destroy (); 1486 spell->destroy ();
1483 } 1487 }
1484 break; 1488 break;
1485 1489
1486 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1487 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1488 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1489 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1490 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1491 break;
1492 }
1493}
1494 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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