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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.110 by root, Fri Mar 26 00:59:22 2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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>
158 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
159 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
160 sp = 1; 160 sp = 1;
161 161
162 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
164 else 164 else
165 grace = spell->stats.grace; 165 grace = spell->stats.grace;
166 166
167 grace *= PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
168 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
255 return spop; 255 return spop;
256 256
257 return 0; 257 return 0;
258} 258}
259 259
260/* 260/*
261 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
266 * exact match, we also return NULL. 266 * exact match, we also return NULL.
267 */ 267 */
268object * 268object *
269lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
270{ 270{
271 object *spob1 = 0, *spob2 = 0; 271 if (shstr_cmp name = prefix)
272 int nummatch = 0; 272 {
273 273 // case 1, match spell name exactly
274 if (!spname)
275 return 0;
276
277 /* Try to find the spell. We store the results in spob1
278 * and spob2 - spob1 is only taking the length of
279 * the past spname, spob2 uses the length of the spell name.
280 */
281 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;
282 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
283 if (spob->type == SPELL) 284 if (spob->type == SPELL
284 { 285 && spob->name.length () < len
285 // TODO: WTF? 286 && prefix [spob->name.length ()] <= ' '
286 if (!strncmp (spob->name, spname, strlen (spname))) 287 && !memcmp (prefix, spob->name, spob->name.length ()))
287 {
288 nummatch++;
289 spob1 = spob;
290 }
291 else if (!strncmp (spob->name, spname, strlen (spob->name)))
292 {
293 /* if spells have ambiguous names, it makes matching
294 * really difficult. (eg, fire and fireball would
295 * fall into this category). It shouldn't be hard to
296 * make sure spell names don't overlap in that fashion.
297 */
298 if (spob2)
299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
301 spob2 = spob;
302 }
303 }
304 }
305 /* if we have best match, return it. Otherwise, if we have one match
306 * on the loser match, return that, otehrwise null
307 */
308 if (spob2)
309 return spob2; 288 return spob;
289 }
310 290
311 if (spob1 && nummatch == 1)
312 return spob1;
313
314 return NULL; 291 return 0;
315} 292}
316 293
317/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
326{ 303{
327 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 305 return 0;
329 306
330 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)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 311 return 1;
335 312
336 return 0; 313 return 0;
337} 314}
338 315
339/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
340 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
341 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
342 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
343 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
344 * in. 321 * destroys the object is unsuccessful.
345 */ 322 */
346int 323bool
347cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
348{ 325{
349 maptile *m; 326 mapxy pos (op);
350 sint16 sx, sy; 327 pos.move (dir);
351 328
352 if (dir && 329 if (!pos.normalise ()
353 ((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
354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355 { 332 )
356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358 dir = 0;
359 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
360 338
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 339 new_op->set_flag (FLAG_IDENTIFIED);
362 op->map->insert (new_op,
363 op->x + freearr_x[dir], op->y + freearr_y[dir],
364 op,
365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
367 return dir; 343 return 1;
368} 344}
369 345
370static bool 346static bool
371mergable_owner (object *o1, object *o2) 347mergable_owner (object *o1, object *o2)
372{ 348{
404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 return 0; 381 return 0;
406 382
407 int max_effects = 5; // max. number of similar spells per mapspace 383 int max_effects = 5; // max. number of similar spells per mapspace
408 384
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
410 { 386 {
411 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
413 * 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
414 * 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
416 * 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
417 * 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
418 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
419 */ 395 */
420 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
422 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
424 && (tmp->type != BOW) 400 && (tmp->type != BOW)
425 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there 404 // we special case floor here because there
429 // are sometimes spell effect floors 405 // are sometimes spell effect floors
430 // which are used to inflict damage 406 // which are used to inflict damage
431 // (and those shouldn't go away from 407 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
517 return 0; 493 return 0;
518 494
519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
520 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
521 497
522 if ((tmp = op->map->insert (tmp, x, y, op))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
523 move_spell_effect (tmp); 499 move_spell_effect (tmp);
524 500
562 { 538 {
563 tmp = op->owner; 539 tmp = op->owner;
564 /* 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
565 * to the caster. 541 * to the caster.
566 */ 542 */
567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
568 tmp = op; 544 tmp = op;
569 } 545 }
570 else 546 else
571 { 547 {
572 maptile *m = op->map; 548 maptile *m = op->map;
620 continue; 596 continue;
621 597
622 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
623 599
624 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
626 (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))))
627 tmp = tmp->above; 603 tmp = tmp->above;
628 604
629 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630 return freedir[i]; 606 return freedir[i];
780 * at casting a prayer. 756 * at casting a prayer.
781 * op is the player. 757 * op is the player.
782 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
783 * 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.
784 */ 760 */
761
762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
785static void 764static void
786prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
787{ 766{
788 const char *godname; 767 const char *godname;
789 object *tmp; 768 object *tmp;
791 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
792 godname = "Your spirit"; 771 godname = "Your spirit";
793 772
794 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
795 { 774 {
796 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);
797 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
798 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
799 tmp->destroy (); 778 tmp->destroy ();
800 } 779 }
801 780
802 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
803 { 782 {
804 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
805 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
806 } 785 }
807 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
808 { 787 {
809 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
810 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
811 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
812 } 792 }
813 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
814 { 794 {
815 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
816 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
817 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
818 } 798 }
819} 799}
820 800
821/* 801/*
822 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
823 * of failure badness. 803 * of failure badness.
824 * op is the player that failed. 804 * op is the player that failed.
825 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
826 * 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.
827 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
828 */ 808 */
829
830void 809void
831spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
832{ 811{
833 object *tmp; 812 object *tmp;
834 813
835 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
836 return; 815 return;
837 816
838 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
839 { 818 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
841 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
842 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
843 tmp->destroy (); 822 tmp->destroy ();
844 } 823 }
845 824
846 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
847 { 826 {
848 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!");
849 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
850 } 829 }
851 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
852 { 831 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
854 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
855 } 834 }
856 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
857 { 836 {
858 object *tmp; 837 object *tmp;
859 838
860 /* 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 */
861 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)
862 { 841 {
863 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!");
864 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
865 844
866 } 845 }
867 else 846 else
868 { 847 {
869 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!");
870 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
871 tmp->level = skill->level; 850 tmp->level = skill->level;
872 851
873 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
874 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
875 854
945int 924int
946cast_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)
947{ 926{
948 const char *godname; 927 const char *godname;
949 int success = 0; 928 int success = 0;
950 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
951 933
952 if (!spell_ob) 934 if (!spell_ob)
953 { 935 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 937 return 0;
966 } 948 }
967 949
968 /* 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
969 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
970 */ 952 */
971 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])
972 { 954 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
974 return 0; 956 return 0;
975 } 957 }
958
959 object *skill = 0;
976 960
977 /* 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
978 * (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
979 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
980 * 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
981 * should take care of that. 965 * should take care of that.
982 * 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
983 * 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
984 * at least process that code. 968 * at least process that code.
985 */ 969 */
989 { 973 {
990 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
991 975
992 if (!skill) 976 if (!skill)
993 { 977 {
994 op->failmsg (format ("You need the skill %s to cast %s! " 978 op->failmsgf ("You need the %s skill to cast %s! "
995 "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 "
996 "or you need to wear a talisman or holy symbol.>", 980 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name)); 981 &spell_ob->skill, &spell_ob->name);
998 return 0; 982 return 0;
999 } 983 }
1000 984
1001 const char *msg = ""; 985 const char *msg = "";
1002 986
1003 int caster_level = skill->level; 987 int caster_level = skill->level;
1014 msg = " (repelled)"; 998 msg = " (repelled)";
1015 } 999 }
1016 1000
1017 if (spell_ob->level > caster_level) 1001 if (spell_ob->level > caster_level)
1018 { 1002 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! " 1003 op->failmsgf ("You lack enough skill to cast that spell! "
1020 "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.>",
1021 caster_level, msg, spell_ob->level)); 1005 caster_level, msg, spell_ob->level);
1022 if (!op->is_wiz ()) 1006 if (!op->is_wiz ())
1023 return 0; 1007 return 0;
1024 } 1008 }
1025 } 1009 }
1026 1010
1027 /* 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
1028 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1029 */ 1013 */
1030 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1014 if (!op->flag [FLAG_WIZCAST])
1031 { 1015 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 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)
1034 { 1018 {
1035 op->failmsg ("You don't have enough mana!"); 1019 op->failmsg ("You don't have enough mana!");
1043 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)
1044 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));
1045 else 1029 else
1046 { 1030 {
1047 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);
1048 op->failmsg (format ("%s ignores your prayer.", godname)); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1033 return 0;
1050 } 1034 }
1051 } 1035 }
1052 1036
1053 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1083 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1085 * doing. 1069 * doing.
1086 */ 1070 */
1087 1071
1088 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 :-)!
1089 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1090 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!");
1091 return 0; 1076 return 0;
1092 } 1077 }
1093 1078
1094 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION) 1080 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1097 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1098 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1099 && (((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)))
1100 { 1085 {
1101 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1102 return 0; 1087 return 0;
1103 1088
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1107 { 1092 {
1108 if (item->type == SPELL) 1093 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1116 op->failmsg ("Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1117 1102
1118 return 0; 1103 return 0;
1119 } 1104 }
1120 1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1121 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1122 * 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
1123 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1149 * object requires. 1137 * object requires.
1150 */ 1138 */
1151 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1152 { 1140 {
1153 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1154 if (!skill) 1143 if (!skill)
1155 { 1144 {
1156 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));
1157 return 0; 1146 return 0;
1158 } 1147 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1148 }
1162 1149
1163 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)))
1164 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;
1165 1159
1166 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1167 { 1161 {
1168 /* 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
1169 * in spells.h. 1163 * in spells.h.
1320 break; 1314 break;
1321 1315
1322 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1323 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)
1324 { 1318 {
1325 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);
1326 success = 0; 1320 success = 0;
1327 } 1321 }
1328 else 1322 else
1329 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);
1330 break; 1324 break;
1379 break; 1373 break;
1380 1374
1381 default: 1375 default:
1382 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);
1383 } 1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1384 1381
1385 op->play_sound ( 1382 op->play_sound (
1386 success 1383 success
1387 ? spell_ob->sound 1384 ? spell_ob->sound
1388 ? spell_ob->sound 1385 ? spell_ob->sound
1453apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1454{ 1451{
1455 switch (spell->subtype) 1452 switch (spell->subtype)
1456 { 1453 {
1457 case SP_CONE: 1454 case SP_CONE:
1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1460 break; 1457 break;
1461 1458
1462 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1464 { 1461 {
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 spell->destroy (); 1463 spell->destroy ();
1467 } 1464 }
1468 break; 1465 break;
1469 1466
1470 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1473 else if (victim->material != MATERIAL_NULL) 1470 else if (victim->material != MATERIAL_NULL)
1474 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1475 1472
1476 break; 1473 break;
1482 * the victim with a specific maximum level. 1479 * the victim with a specific maximum level.
1483 */ 1480 */
1484void 1481void
1485create_exploding_ball_at (object *victim, int level) 1482create_exploding_ball_at (object *victim, int level)
1486{ 1483{
1487 object *ball = get_archetype (EXPLODING_FIREBALL); 1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1488 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;
1489 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;
1490 ball->insert_at (victim); 1487 ball->insert_at (victim);
1491} 1488}

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