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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.97 by root, Sat Jun 27 03:51:05 2009 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 (©) 2005,2006,2007,2008,2009 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>
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
90static int 91static int
91attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
92{ 93{
148 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
149 150
150 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
151 { 152 {
152 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 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));
155 }
156 else 155 else
157 sp = spell->stats.sp; 156 sp = spell->stats.sp;
158 157
159 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
161 sp = 1; 160 sp = 1;
162 161
163 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 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));
166 }
167 else 164 else
168 grace = spell->stats.grace; 165 grace = spell->stats.grace;
169 166
170 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
172 grace = 1; 169 grace = 1;
173 } 170 }
174 else 171 else
175 { 172 {
181 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
182 grace = 1; 179 grace = 1;
183 } 180 }
184 181
185 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 183 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
188 return grace; 185 return grace;
189 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
190 return sp; 187 return sp;
191 else 188 else
329{ 326{
330 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
331 return 0; 328 return 0;
332 329
333 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)
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
335 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
336 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
337 return 1; 334 return 1;
338 335
339 return 0; 336 return 0;
340} 337}
341 338
342/* cast_create_object: creates object new_op in direction dir 339/* cast_create_object: creates object new_op in direction dir
343 * or if that is blocked, beneath the player (op). 340 * or if that is blocked, beneath the player (op).
344 * we pass 'caster', but don't use it for anything. 341 * we pass 'caster', but don't use it for anything.
345 * This is really just a simple wrapper function . 342 * This is really just a simple wrapper function .
346 * returns the direction that the object was actually placed 343 * returns true to indicate whether the operation was successful.
347 * in. 344 * destroys the object is unsuccessful.
348 */ 345 */
349int 346bool
350cast_create_obj (object *op, object *caster, object *new_op, int dir) 347cast_create_obj (object *op, object *caster, object *new_op, int dir)
351{ 348{
352 maptile *m; 349 mapxy pos (op);
353 sint16 sx, sy; 350 pos.move (dir);
354 351
355 if (dir && 352 if (!pos.normalise ()
356 ((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
357 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
358 { 355 )
359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
361 dir = 0;
362 } 356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
363 361
364 SET_FLAG (new_op, FLAG_IDENTIFIED); 362 new_op->set_flag (FLAG_IDENTIFIED);
365 op->map->insert (new_op,
366 op->x + freearr_x[dir], op->y + freearr_y[dir],
367 op,
368 dir ? 0 : INS_BELOW_ORIGINATOR);
369 363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
370 return dir; 366 return 1;
371} 367}
372 368
373static bool 369static bool
374mergable_owner (object *o1, object *o2) 370mergable_owner (object *o1, object *o2)
375{ 371{
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
410 int max_effects = 5; // max. number of similar spells per mapspace 406 int max_effects = 5; // max. number of similar spells per mapspace
411 407
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
517 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
518 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
519 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
520 return 0; 516 return 0;
521 517
522 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (tmp->flag [FLAG_IS_TURNABLE])
523 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
524 520
525 if ((tmp = op->map->insert (tmp, x, y, op))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
526 move_spell_effect (tmp); 522 move_spell_effect (tmp);
527 523
535 ****************************************************************************/ 531 ****************************************************************************/
536void 532void
537regenerate_rod (object *rod) 533regenerate_rod (object *rod)
538{ 534{
539 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
540 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);
541} 537}
542 538
543void 539void
544drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
545{ 541{
565 { 561 {
566 tmp = op->owner; 562 tmp = op->owner;
567 /* 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
568 * to the caster. 564 * to the caster.
569 */ 565 */
570 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 566 if (!tmp || !tmp->flag [FLAG_MONSTER])
571 tmp = op; 567 tmp = op;
572 } 568 }
573 else 569 else
574 { 570 {
575 maptile *m = op->map; 571 maptile *m = op->map;
623 continue; 619 continue;
624 620
625 tmp = GET_MAP_OB (mp, nx, ny); 621 tmp = GET_MAP_OB (mp, nx, ny);
626 622
627 while (tmp != NULL && (((owner_type == PLAYER && 623 while (tmp != NULL && (((owner_type == PLAYER &&
628 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
629 (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))))
630 tmp = tmp->above; 626 tmp = tmp->above;
631 627
632 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
633 return freedir[i]; 629 return freedir[i];
637 633
638/* put_a_monster: puts a monster named monstername near by 634/* put_a_monster: puts a monster named monstername near by
639 * op. This creates the treasures for the monsters, and 635 * op. This creates the treasures for the monsters, and
640 * also deals with multipart monsters properly. 636 * also deals with multipart monsters properly.
641 */ 637 */
642void 638static void
643put_a_monster (object *op, const char *monstername) 639put_a_monster (object *op, const char *monstername)
644{ 640{
645 object *tmp, *head = NULL, *prev = NULL; 641 object *tmp, *head = NULL, *prev = NULL;
646 archetype *at; 642 archetype *at;
647 int dir; 643 int dir;
662 * insert multipart monsters properly 658 * insert multipart monsters properly
663 */ 659 */
664 //TODO: use expand_tail + ... 660 //TODO: use expand_tail + ...
665 while (at != NULL) 661 while (at != NULL)
666 { 662 {
667 tmp = arch_to_object (at); 663 tmp = at->instance ();
668 tmp->x = op->x + freearr_x[dir] + at->x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
669 tmp->y = op->y + freearr_y[dir] + at->y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
670 tmp->map = op->map; 666 tmp->map = op->map;
671 if (head) 667 if (head)
672 { 668 {
783 * at casting a prayer. 779 * at casting a prayer.
784 * op is the player. 780 * op is the player.
785 * failure is basically how much grace they had. 781 * failure is basically how much grace they had.
786 * 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.
787 */ 783 */
788void 784
785#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787static void
789prayer_failure (object *op, int failure, int power) 788prayer_failure (object *op, int failure, int power)
790{ 789{
791 const char *godname; 790 const char *godname;
792 object *tmp; 791 object *tmp;
793 792
794 if (!strcmp ((godname = determine_god (op)), "none")) 793 if (!strcmp ((godname = determine_god (op)), "none"))
795 godname = "Your spirit"; 794 godname = "Your spirit";
796 795
797 if (failure <= -20 && failure > -40) /* wonder */ 796 if (failure <= -20 && failure > -40) /* wonder */
798 { 797 {
799 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);
800 tmp = get_archetype (SPELL_WONDER); 799 tmp = archetype::get (SPELL_WONDER);
801 cast_cone (op, op, 0, tmp); 800 cast_cone (op, op, 0, tmp);
802 tmp->destroy (); 801 tmp->destroy ();
803 } 802 }
804 803
805 else if (failure <= -40 && failure > -60) /* confusion */ 804 else if (failure <= -40 && failure > -60) /* confusion */
806 { 805 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
808 confuse_player (op, op, 99); 807 confuse_player (op, op, 99);
809 } 808 }
810 else if (failure <= -60 && failure > -150) /* paralysis */ 809 else if (failure <= -60 && failure > -150) /* paralysis */
811 { 810 {
812 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 811 op->failmsgf ("%s requires you to pray NOW. "
813 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
814 paralyze_player (op, op, 99); 814 paralyze_player (op, op, 99);
815 } 815 }
816 else if (failure <= -150) /* blast the immediate area */ 816 else if (failure <= -150) /* blast the immediate area */
817 { 817 {
818 tmp = get_archetype (GOD_POWER); 818 tmp = archetype::get (GOD_POWER);
819 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
820 cast_magic_storm (op, tmp, power); 820 cast_magic_storm (op, tmp, power);
821 } 821 }
822} 822}
823 823
824/* 824/*
825 * spell_failure() handles the various effects for differing degrees 825 * spell_failure() handles the various effects for differing degrees
826 * of failure badness. 826 * of failure badness.
827 * op is the player that failed. 827 * op is the player that failed.
828 * failure is a random value of how badly you failed. 828 * failure is a random value of how badly you failed.
829 * 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.
830 * skill is the skill you'd need to cast the spell. 830 * skill is the skill you'd need to cast the spell.
831 */ 831 */
832
833void 832void
834spell_failure (object *op, int failure, int power, object *skill) 833spell_failure (object *op, int failure, int power, object *skill)
835{ 834{
836 object *tmp; 835 object *tmp;
837 836
838 if (settings.spell_failure_effects == FALSE) 837 if (settings.spell_failure_effects == FALSE)
839 return; 838 return;
840 839
841 if (failure <= -20 && failure > -40) /* wonder */ 840 if (failure <= -20 && failure > -40) /* wonder */
842 { 841 {
843 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 842 op->failmsg ("Your spell causes an unexpected effect.");
844 tmp = get_archetype (SPELL_WONDER); 843 tmp = archetype::get (SPELL_WONDER);
845 cast_cone (op, op, 0, tmp); 844 cast_cone (op, op, 0, tmp);
846 tmp->destroy (); 845 tmp->destroy ();
847 } 846 }
848 847
849 else if (failure <= -40 && failure > -60) /* confusion */ 848 else if (failure <= -40 && failure > -60) /* confusion */
850 { 849 {
851 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!");
852 confuse_player (op, op, 99); 851 confuse_player (op, op, 99);
853 } 852 }
854 else if (failure <= -60 && failure > -80) /* paralysis */ 853 else if (failure <= -60 && failure > -80) /* paralysis */
855 { 854 {
856 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 855 op->failmsg ("Your magic stuns you!");
857 paralyze_player (op, op, 99); 856 paralyze_player (op, op, 99);
858 } 857 }
859 else if (failure <= -80) /* blast the immediate area */ 858 else if (failure <= -80) /* blast the immediate area */
860 { 859 {
861 object *tmp; 860 object *tmp;
862 861
863 /* 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 */
864 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)
865 { 864 {
866 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!");
867 hit_player (op, 9998, op, AT_INTERNAL, 1); 866 hit_player (op, 9998, op, AT_INTERNAL, 1);
868 867
869 } 868 }
870 else 869 else
871 { 870 {
872 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!");
873 tmp = get_archetype (LOOSE_MANA); 872 tmp = archetype::get (LOOSE_MANA);
874 tmp->level = skill->level; 873 tmp->level = skill->level;
875 874
876 /* increase the area of destruction a little for more powerful spells */ 875 /* increase the area of destruction a little for more powerful spells */
877 tmp->range += isqrt (power); 876 tmp->range += isqrt (power);
878 877
886 tmp->insert_at (op); 885 tmp->insert_at (op);
887 } 886 }
888 } 887 }
889} 888}
890 889
891int 890static int
892cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
893{ 892{
894 int success;
895 object *spell;
896
897 if (!spell_ob->other_arch) 893 if (!spell_ob->other_arch)
898 { 894 {
899 LOG (llevError, "cast_party_spell: empty other arch\n"); 895 LOG (llevError, "cast_party_spell: empty other arch\n");
900 return 0; 896 return 0;
901 } 897 }
902 898
903 spell = arch_to_object (spell_ob->other_arch); 899 object *spell = spell_ob->other_arch->instance ();
904 900
905 /* Always cast spell on caster */ 901 /* Always cast spell on caster */
906 success = cast_spell (op, caster, dir, spell, spellparam); 902 int success = cast_spell (op, caster, dir, spell, spellparam);
907 903
908 if (!op->contr || !op->contr->party) 904 if (!op->contr || !op->contr->party)
909 { 905 {
910 spell->remove (); 906 spell->remove ();
911 return success; 907 return success;
912 } 908 }
913 909
914 for_all_players (pl) 910 for_all_players (pl)
915 if ((pl->ob->contr->party == op->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)
916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); 914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
917 915
918 spell->remove (); 916 spell->remove ();
919 return success; 917 return success;
920} 918}
949int 947int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 948cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 949{
952 const char *godname; 950 const char *godname;
953 int success = 0; 951 int success = 0;
954 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
955 956
956 if (!spell_ob) 957 if (!spell_ob)
957 { 958 {
958 LOG (llevError, "cast_spell: null spell object passed\n"); 959 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0; 960 return 0;
970 } 971 }
971 972
972 /* 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
973 * an issue, because they don't have any spellpaths set up. 974 * an issue, because they don't have any spellpaths set up.
974 */ 975 */
975 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])
976 { 977 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 978 op->failmsg ("That spell path is denied to you.");
978 return 0; 979 return 0;
979 } 980 }
981
982 object *skill = 0;
980 983
981 /* 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
982 * (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
983 * checks. We let monsters do special things - eg, they 986 * checks. We let monsters do special things - eg, they
984 * 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
985 * should take care of that. 988 * should take care of that.
986 * 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
987 * 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
988 * at least process that code. 991 * at least process that code.
989 */ 992 */
993 { 996 {
994 skill = find_skill_by_name (op, spell_ob->skill); 997 skill = find_skill_by_name (op, spell_ob->skill);
995 998
996 if (!skill) 999 if (!skill)
997 { 1000 {
998 op->failmsg (format ("You need the skill %s to cast %s! " 1001 op->failmsgf ("You need the %s skill to cast %s! "
999 "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 "
1000 "or you need to wear a talisman or holy symbol.>", 1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
1001 &spell_ob->skill, &spell_ob->name)); 1004 &spell_ob->skill, &spell_ob->name);
1002 return 0; 1005 return 0;
1003 } 1006 }
1004 1007
1005 const char *msg = ""; 1008 const char *msg = "";
1006 1009
1007 int caster_level = skill->level; 1010 int caster_level = skill->level;
1018 msg = " (repelled)"; 1021 msg = " (repelled)";
1019 } 1022 }
1020 1023
1021 if (spell_ob->level > caster_level) 1024 if (spell_ob->level > caster_level)
1022 { 1025 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! " 1026 op->failmsgf ("You lack enough skill to cast that spell! "
1024 "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.>",
1025 caster_level, msg, spell_ob->level)); 1028 caster_level, msg, spell_ob->level);
1026 if (!op->is_wiz ()) 1029 if (!op->is_wiz ())
1027 return 0; 1030 return 0;
1028 } 1031 }
1029 } 1032 }
1030 1033
1031 /* 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
1032 * to have sufficient grace/mana. 1035 * to have sufficient grace/mana.
1033 */ 1036 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1037 if (!op->flag [FLAG_WIZCAST])
1035 { 1038 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 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)
1038 { 1041 {
1039 op->failmsg ("You don't have enough mana!"); 1042 op->failmsg ("You don't have enough mana!");
1047 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)
1048 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));
1049 else 1052 else
1050 { 1053 {
1051 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);
1052 op->failmsg (format ("%s ignores your prayer.", godname)); 1055 op->failmsgf ("%s ignores your prayer.", godname);
1053 return 0; 1056 return 0;
1054 } 1057 }
1055 } 1058 }
1056 1059
1057 /* player/monster is trying to cast the spell. might fumble it */ 1060 /* player/monster is trying to cast the spell. might fumble it */
1058 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) <
1059 (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]))
1060 { 1063 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1064 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1065 op->failmsg ("You fumble the prayer.");
1063 1066
1064 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);
1087 * not alive, then this would mean that the mapmaker put the 1090 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are 1091 * objects on the space - presume that they know what they are
1089 * doing. 1092 * doing.
1090 */ 1093 */
1091 1094
1092 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 :-)!
1093 { 1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1094 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!");
1095 return 0; 1099 return 0;
1096 } 1100 }
1097 1101
1098 if ((spell_ob->type == SPELL) 1102 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION) 1103 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST) 1104 && !op->flag [FLAG_WIZCAST]
1101 && (QUERY_FLAG (caster, FLAG_ALIVE) 1105 && (caster->flag [FLAG_ALIVE]
1102 || QUERY_FLAG (op, FLAG_ALIVE)) 1106 || op->flag [FLAG_ALIVE])
1103 && (((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)))
1104 { 1108 {
1105 if (op->type != PLAYER) 1109 if (op->type != PLAYER)
1106 return 0; 1110 return 0;
1107 1111
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1110 else if (object *item = op->contr->ranged_ob) 1114 else if (object *item = op->contr->ranged_ob)
1111 { 1115 {
1112 if (item->type == SPELL) 1116 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting."); 1117 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL) 1118 else if (item->type == SCROLL)
1120 op->failmsg ("Something blocks the spell!"); 1124 op->failmsg ("Something blocks the spell!");
1121 1125
1122 return 0; 1126 return 0;
1123 } 1127 }
1124 1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1125 /* Take into account how long it takes to cast the spell. 1132 /* Take into account how long it takes to cast the spell.
1126 * 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
1127 * the spell object. If it is a spell object, have it 1134 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players 1135 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost 1136 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time. 1137 * the player any time.
1131 * Ignore casting time for firewalls 1138 * Ignore casting time for firewalls
1132 */ 1139 */
1133 if (caster == op && caster->type != FIREWALL) 1140 if (caster == op && caster->type != FIREWALL)
1134 { 1141 {
1135 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;
1136 /* 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
1137 * 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
1138 */ 1145 */
1139 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)
1140 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;
1141 } 1148 }
1142 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)
1143 op->speed_left -= 2 * FABS (op->speed); 1150 op->speed_left -= 2 * op->speed;
1144 1151
1145 if (op->type == PLAYER && op == caster) 1152 if (op->type == PLAYER && op == caster)
1146 { 1153 {
1147 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);
1148 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);
1153 * object requires. 1160 * object requires.
1154 */ 1161 */
1155 if (op != caster && !skill && caster->skill) 1162 if (op != caster && !skill && caster->skill)
1156 { 1163 {
1157 skill = find_skill_by_name (op, caster->skill); 1164 skill = find_skill_by_name (op, caster->skill);
1165
1158 if (!skill) 1166 if (!skill)
1159 { 1167 {
1160 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));
1161 return 0; 1169 return 0;
1162 } 1170 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1171 }
1166 1172
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1173 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1174 return RESULT_INT (0);
1175
1176 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1177 // at least temporarily, which might not be true due to slot restrictions, but hey
1178 // invoke requires it basically.
1179
1180 object *chosen_skill = op->chosen_skill;
1181 op->chosen_skill = skill;
1169 1182
1170 switch (spell_ob->subtype) 1183 switch (spell_ob->subtype)
1171 { 1184 {
1172 /* 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
1173 * in spells.h. 1186 * in spells.h.
1324 break; 1337 break;
1325 1338
1326 case SP_MOVING_BALL: 1339 case SP_MOVING_BALL:
1327 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)
1328 { 1341 {
1329 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);
1330 success = 0; 1343 success = 0;
1331 } 1344 }
1332 else 1345 else
1333 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);
1334 break; 1347 break;
1383 break; 1396 break;
1384 1397
1385 default: 1398 default:
1386 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);
1387 } 1400 }
1401
1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1388 1404
1389 op->play_sound ( 1405 op->play_sound (
1390 success 1406 success
1391 ? spell_ob->sound 1407 ? spell_ob->sound
1392 ? spell_ob->sound 1408 ? spell_ob->sound
1446 move_aura (op); 1462 move_aura (op);
1447 break; 1463 break;
1448 } 1464 }
1449} 1465}
1450 1466
1451/* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454void
1455check_spell_effect (object *op)
1456{
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467}
1468
1469/* This is called by move_apply. Basically, if someone 1467/* This is called by move_apply. Basically, if someone
1470 * 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
1471 * are set, this is called. This should only be called for 1469 * are set, this is called. This should only be called for
1472 * objects of the appropriate type. 1470 * objects of the appropriate type.
1473 */ 1471 */
1475apply_spell_effect (object *spell, object *victim) 1473apply_spell_effect (object *spell, object *victim)
1476{ 1474{
1477 switch (spell->subtype) 1475 switch (spell->subtype)
1478 { 1476 {
1479 case SP_CONE: 1477 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break; 1480 break;
1483 1481
1484 case SP_MAGIC_MISSILE: 1482 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1483 if (victim->flag [FLAG_ALIVE])
1486 { 1484 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy (); 1486 spell->destroy ();
1489 } 1487 }
1490 break; 1488 break;
1491 1489
1492 case SP_MOVING_BALL: 1490 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1491 if (victim->flag [FLAG_ALIVE])
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname) 1493 else if (victim->material != MATERIAL_NULL)
1496 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1497 1495
1498 break; 1496 break;
1499 } 1497 }
1500} 1498}
1504 * the victim with a specific maximum level. 1502 * the victim with a specific maximum level.
1505 */ 1503 */
1506void 1504void
1507create_exploding_ball_at (object *victim, int level) 1505create_exploding_ball_at (object *victim, int level)
1508{ 1506{
1509 object *ball = get_archetype (EXPLODING_FIREBALL); 1507 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1508 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; 1509 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim); 1510 ball->insert_at (victim);
1513} 1511}

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