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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.100 by root, Fri Nov 6 12:49:19 2009 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
83 */ 83 */
84void 84void
85spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86{ 86{
87 if (spob->other_arch) 87 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
89} 89}
90 90
91static int 91static int
92attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
93{ 93{
149 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
150 150
151 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
152 { 152 {
153 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
154 {
155 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));
156 }
157 else 155 else
158 sp = spell->stats.sp; 156 sp = spell->stats.sp;
159 157
160 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
161 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
162 sp = 1; 160 sp = 1;
163 161
164 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
165 {
166 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));
167 }
168 else 164 else
169 grace = spell->stats.grace; 165 grace = spell->stats.grace;
170 166
171 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
172 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
173 grace = 1; 169 grace = 1;
174 } 170 }
175 else 171 else
176 { 172 {
182 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
183 grace = 1; 179 grace = 1;
184 } 180 }
185 181
186 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
187 return MAX (sp, grace); 183 return max (sp, grace);
188 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
189 return grace; 185 return grace;
190 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
191 return sp; 187 return sp;
192 else 188 else
259 return spop; 255 return spop;
260 256
261 return 0; 257 return 0;
262} 258}
263 259
264/* 260/*
265 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
266 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
267 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
268 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
269 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
270 * exact match, we also return NULL. 266 * exact match, we also return NULL.
271 */ 267 */
272object * 268object *
273lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
274{ 270{
275 object *spob1 = 0, *spob2 = 0; 271 if (shstr_cmp name = prefix)
276 int nummatch = 0; 272 {
277 273 // case 1, match spell name exactly
278 if (!spname)
279 return 0;
280
281 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name.
284 */
285 for (object *spob = op->inv; spob; spob = spob->below) 274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
286 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
287 if (spob->type == SPELL) 284 if (spob->type == SPELL
288 { 285 && spob->name.length () < len
289 // TODO: WTF? 286 && prefix [spob->name.length ()] <= ' '
290 if (!strncmp (spob->name, spname, strlen (spname))) 287 && !memcmp (prefix, spob->name, spob->name.length ()))
291 {
292 nummatch++;
293 spob1 = spob;
294 }
295 else if (!strncmp (spob->name, spname, strlen (spob->name)))
296 {
297 /* if spells have ambiguous names, it makes matching
298 * really difficult. (eg, fire and fireball would
299 * fall into this category). It shouldn't be hard to
300 * make sure spell names don't overlap in that fashion.
301 */
302 if (spob2)
303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
305 spob2 = spob;
306 }
307 }
308 }
309 /* if we have best match, return it. Otherwise, if we have one match
310 * on the loser match, return that, otehrwise null
311 */
312 if (spob2)
313 return spob2; 288 return spob;
289 }
314 290
315 if (spob1 && nummatch == 1)
316 return spob1;
317
318 return NULL; 291 return 0;
319} 292}
320 293
321/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
322 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
323 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
330{ 303{
331 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
332 return 0; 305 return 0;
333 306
334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
336 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1; 311 return 1;
339 312
340 return 0; 313 return 0;
341} 314}
342 315
343/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
344 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
345 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
346 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
347 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
348 * in. 321 * destroys the object is unsuccessful.
349 */ 322 */
350int 323bool
351cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
352{ 325{
353 maptile *m; 326 mapxy pos (op);
354 sint16 sx, sy; 327 pos.move (dir);
355 328
356 if (dir && 329 if (!pos.normalise ()
357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 330 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
359 { 332 )
360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
362 dir = 0;
363 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
364 338
365 SET_FLAG (new_op, FLAG_IDENTIFIED); 339 new_op->set_flag (FLAG_IDENTIFIED);
366 op->map->insert (new_op,
367 op->x + freearr_x[dir], op->y + freearr_y[dir],
368 op,
369 dir ? 0 : INS_BELOW_ORIGINATOR);
370 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
371 return dir; 343 return 1;
372} 344}
373 345
374static bool 346static bool
375mergable_owner (object *o1, object *o2) 347mergable_owner (object *o1, object *o2)
376{ 348{
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0; 381 return 0;
410 382
411 int max_effects = 5; // max. number of similar spells per mapspace 383 int max_effects = 5; // max. number of similar spells per mapspace
412 384
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
414 { 386 {
415 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
417 * leave this out and let in progress, and other areas of the code 389 * leave this out and let in progress, and other areas of the code
418 * will then remove it, but that would seem to to use more 390 * will then remove it, but that would seem to to use more
420 * on top of a counterwall spell (may hit the player before being 392 * on top of a counterwall spell (may hit the player before being
421 * removed.) On the other hand, it may be more dramatic for the 393 * removed.) On the other hand, it may be more dramatic for the
422 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
423 */ 395 */
424 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
426 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
428 && (tmp->type != BOW) 400 && (tmp->type != BOW)
429 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
432 // we special case floor here because there 404 // we special case floor here because there
433 // are sometimes spell effect floors 405 // are sometimes spell effect floors
434 // which are used to inflict damage 406 // which are used to inflict damage
435 // (and those shouldn't go away from 407 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
520 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
521 return 0; 493 return 0;
522 494
523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
524 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
525 497
526 if ((tmp = op->map->insert (tmp, x, y, op))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
527 move_spell_effect (tmp); 499 move_spell_effect (tmp);
528 500
536 ****************************************************************************/ 508 ****************************************************************************/
537void 509void
538regenerate_rod (object *rod) 510regenerate_rod (object *rod)
539{ 511{
540 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
542} 514}
543 515
544void 516void
545drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
546{ 518{
566 { 538 {
567 tmp = op->owner; 539 tmp = op->owner;
568 /* If the owner does not exist, or is not a monster, than apply the spell 540 /* If the owner does not exist, or is not a monster, than apply the spell
569 * to the caster. 541 * to the caster.
570 */ 542 */
571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
572 tmp = op; 544 tmp = op;
573 } 545 }
574 else 546 else
575 { 547 {
576 maptile *m = op->map; 548 maptile *m = op->map;
624 continue; 596 continue;
625 597
626 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
627 599
628 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 602 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
631 tmp = tmp->above; 603 tmp = tmp->above;
632 604
633 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
634 return freedir[i]; 606 return freedir[i];
638 610
639/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
640 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
641 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
642 */ 614 */
643void 615static void
644put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
645{ 617{
646 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
647 archetype *at; 619 archetype *at;
648 int dir; 620 int dir;
663 * insert multipart monsters properly 635 * insert multipart monsters properly
664 */ 636 */
665 //TODO: use expand_tail + ... 637 //TODO: use expand_tail + ...
666 while (at != NULL) 638 while (at != NULL)
667 { 639 {
668 tmp = arch_to_object (at); 640 tmp = at->instance ();
669 tmp->x = op->x + freearr_x[dir] + at->x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
670 tmp->y = op->y + freearr_y[dir] + at->y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
671 tmp->map = op->map; 643 tmp->map = op->map;
672 if (head) 644 if (head)
673 { 645 {
784 * at casting a prayer. 756 * at casting a prayer.
785 * op is the player. 757 * op is the player.
786 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
787 * power is how much grace the spell would normally take to cast. 759 * power is how much grace the spell would normally take to cast.
788 */ 760 */
789void 761
762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
790prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
791{ 766{
792 const char *godname; 767 const char *godname;
793 object *tmp; 768 object *tmp;
794 769
795 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit"; 771 godname = "Your spirit";
797 772
798 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
799 { 774 {
800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 775 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
801 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
802 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
803 tmp->destroy (); 778 tmp->destroy ();
804 } 779 }
805 780
806 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
807 { 782 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
809 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
810 } 785 }
811 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
812 { 787 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
815 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
816 } 792 }
817 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
818 { 794 {
819 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
821 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
822 } 798 }
823} 799}
824 800
825/* 801/*
826 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
827 * of failure badness. 803 * of failure badness.
828 * op is the player that failed. 804 * op is the player that failed.
829 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
830 * power is how many spellpoints you'd normally need for the spell. 806 * power is how many spellpoints you'd normally need for the spell.
831 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
832 */ 808 */
833
834void 809void
835spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
836{ 811{
837 object *tmp; 812 object *tmp;
838 813
839 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
840 return; 815 return;
841 816
842 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
843 { 818 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
845 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
846 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
847 tmp->destroy (); 822 tmp->destroy ();
848 } 823 }
849 824
850 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
851 { 826 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 827 op->failmsg ("Your magic recoils on you, making you confused!");
853 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
854 } 829 }
855 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
856 { 831 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
858 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
859 } 834 }
860 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
861 { 836 {
862 object *tmp; 837 object *tmp;
863 838
864 /* Safety check to make sure we don't get any mana storms in scorn */ 839 /* Safety check to make sure we don't get any mana storms in scorn */
865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 840 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 { 841 {
867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 842 op->failmsg ("The magic warps and you are turned inside out!");
868 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
869 844
870 } 845 }
871 else 846 else
872 { 847 {
873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
874 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
875 tmp->level = skill->level; 850 tmp->level = skill->level;
876 851
877 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
879 854
896 { 871 {
897 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0; 873 return 0;
899 } 874 }
900 875
901 object *spell = arch_to_object (spell_ob->other_arch); 876 object *spell = spell_ob->other_arch->instance ();
902 877
903 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
905 880
906 if (!op->contr || !op->contr->party) 881 if (!op->contr || !op->contr->party)
949int 924int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 926{
952 const char *godname; 927 const char *godname;
953 int success = 0; 928 int success = 0;
954 object *skill = NULL; 929
930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
955 933
956 if (!spell_ob) 934 if (!spell_ob)
957 { 935 {
958 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0; 937 return 0;
970 } 948 }
971 949
972 /* if caster is a spell casting object, this normally shouldn't be 950 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
974 */ 952 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 953 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
976 { 954 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
978 return 0; 956 return 0;
979 } 957 }
958
959 object *skill = 0;
980 960
981 /* if it is a player casting the spell, and they are really casting it 961 /* 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 962 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function 964 * don't need the SKILL, BYpass level checks, etc. The monster function
985 * should take care of that. 965 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells 966 * 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 967 * need to have the right skill pointer passed, so we need to
988 * at least process that code. 968 * at least process that code.
989 */ 969 */
993 { 973 {
994 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
995 975
996 if (!skill) 976 if (!skill)
997 { 977 {
998 op->failmsg (format ("You need the skill %s to cast %s! " 978 op->failmsgf ("You need the %s skill to cast %s! "
999 "H<You either need to learn the skill via a skill scroll " 979 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>", 980 "or you need to wear a talisman, holy symbol or another skill tool.>",
1001 &spell_ob->skill, &spell_ob->name)); 981 &spell_ob->skill, &spell_ob->name);
1002 return 0; 982 return 0;
1003 } 983 }
1004 984
1005 const char *msg = ""; 985 const char *msg = "";
1006 986
1007 int caster_level = skill->level; 987 int caster_level = skill->level;
1018 msg = " (repelled)"; 998 msg = " (repelled)";
1019 } 999 }
1020 1000
1021 if (spell_ob->level > caster_level) 1001 if (spell_ob->level > caster_level)
1022 { 1002 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! " 1003 op->failmsgf ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>", 1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level)); 1005 caster_level, msg, spell_ob->level);
1026 if (!op->is_wiz ()) 1006 if (!op->is_wiz ())
1027 return 0; 1007 return 0;
1028 } 1008 }
1029 } 1009 }
1030 1010
1031 /* If the caster is the wiz, they don't ever fail, and don't have 1011 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1033 */ 1013 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1014 if (!op->flag [FLAG_WIZCAST])
1035 { 1015 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1017 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 { 1018 {
1039 op->failmsg ("You don't have enough mana!"); 1019 op->failmsg ("You don't have enough mana!");
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1027 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)); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else 1029 else
1050 { 1030 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1031 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)); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1053 return 0; 1033 return 0;
1054 } 1034 }
1055 } 1035 }
1056 1036
1057 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1038 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])) 1039 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1060 { 1040 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1042 op->failmsg ("You fumble the prayer.");
1063 1043
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1044 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 1067 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1089 * doing. 1069 * doing.
1090 */ 1070 */
1091 1071
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 { 1073 {
1074 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!"); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0; 1076 return 0;
1096 } 1077 }
1097 1078
1098 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION) 1080 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1101 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1102 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1084 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 { 1085 {
1105 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1106 return 0; 1087 return 0;
1107 1088
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1110 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1111 { 1092 {
1112 if (item->type == SPELL) 1093 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1120 op->failmsg ("Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1121 1102
1122 return 0; 1103 return 0;
1123 } 1104 }
1124 1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1125 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in 1110 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time. 1114 * the player any time.
1131 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1132 */ 1116 */
1133 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1134 { 1118 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1119 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 1120 /* 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 1121 * put a lower limit so that the player isn't stuck here too long
1138 */ 1122 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1123 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); 1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1141 } 1125 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1126 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); 1127 op->speed_left -= 2 * op->speed;
1144 1128
1145 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1146 { 1130 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1131 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); 1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1153 * object requires. 1137 * object requires.
1154 */ 1138 */
1155 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1156 { 1140 {
1157 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1158 if (!skill) 1143 if (!skill)
1159 { 1144 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1161 return 0; 1146 return 0;
1162 } 1147 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1148 }
1166 1149
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1151 return RESULT_INT (0);
1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1169 1159
1170 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1171 { 1161 {
1172 /* The order of case statements is same as the order they show up 1162 /* The order of case statements is same as the order they show up
1173 * in spells.h. 1163 * in spells.h.
1324 break; 1314 break;
1325 1315
1326 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1317 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 { 1318 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1330 success = 0; 1320 success = 0;
1331 } 1321 }
1332 else 1322 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break; 1324 break;
1383 break; 1373 break;
1384 1374
1385 default: 1375 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 } 1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1388 1381
1389 op->play_sound ( 1382 op->play_sound (
1390 success 1383 success
1391 ? spell_ob->sound 1384 ? spell_ob->sound
1392 ? spell_ob->sound 1385 ? spell_ob->sound
1446 move_aura (op); 1439 move_aura (op);
1447 break; 1440 break;
1448 } 1441 }
1449} 1442}
1450 1443
1451/* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454static void
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 1444/* This is called by move_apply. Basically, if someone
1470 * moves onto a spell effect and the walk_on or fly_on flags 1445 * 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 1446 * are set, this is called. This should only be called for
1472 * objects of the appropriate type. 1447 * objects of the appropriate type.
1473 */ 1448 */
1475apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1476{ 1451{
1477 switch (spell->subtype) 1452 switch (spell->subtype)
1478 { 1453 {
1479 case SP_CONE: 1454 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break; 1457 break;
1483 1458
1484 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1486 { 1461 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy (); 1463 spell->destroy ();
1489 } 1464 }
1490 break; 1465 break;
1491 1466
1492 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1496 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1497 1472
1498 break; 1473 break;
1499 } 1474 }
1500} 1475}
1504 * the victim with a specific maximum level. 1479 * the victim with a specific maximum level.
1505 */ 1480 */
1506void 1481void
1507create_exploding_ball_at (object *victim, int level) 1482create_exploding_ball_at (object *victim, int level)
1508{ 1483{
1509 object *ball = get_archetype (EXPLODING_FIREBALL); 1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1485 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; 1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim); 1487 ball->insert_at (victim);
1513} 1488}

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