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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development 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 (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 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
20 * <http://www.gnu.org/licenses/>.
23 */ 21 *
24 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 83 */
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193int 104int
194caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
195{ 106{
196 int level = caster->level; 107 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 108
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 111 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
212 114
213 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
214 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
215 120
216 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
219 128
220 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
224} 133}
225 134
226/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
227 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
228 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
232 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 142 * spell is the spell object.
234 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
235 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
236 */ 145 */
237
238sint16 146sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 148{
241 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
242 150
243 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
244 { 152 {
245 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
246 {
247 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));
248 }
249 else 155 else
250 sp = spell->stats.sp; 156 sp = spell->stats.sp;
251 157
252 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
253 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
254 sp = 1; 160 sp = 1;
255 161
256 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
257 {
258 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));
259 }
260 else 164 else
261 grace = spell->stats.grace; 165 grace = spell->stats.grace;
262 166
263 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
264 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
265 grace = 1; 169 grace = 1;
266 } 170 }
267 else 171 else
268 { 172 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
271 sp = 1; 175 sp = 1;
176
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
274 grace = 1; 179 grace = 1;
275 } 180 }
181
276 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 183 return max (sp, grace);
278 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
279 return grace; 185 return grace;
280 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
281 return sp; 187 return sp;
282 else 188 else
284 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
285 return 0; 191 return 0;
286 } 192 }
287} 193}
288 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
289 205
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
292 */ 208 */
293int 209int
294SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
295{ 211{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 216}
307 217
308/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
311 */ 221 */
312int 222int
313SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
314{ 224{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 229}
327 230
328/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
331 */ 234 */
332int 235int
333SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
334{ 237{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 238 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 242}
347 243
348/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
349 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
350 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
351 */ 247 */
352object * 248object *
353check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
354{ 250{
355 object *spop; 251 object *spop;
356 252
357 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
359 return spop; 255 return spop;
360 256
361 return NULL; 257 return 0;
362} 258}
363 259
364 260/*
365/*
366 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 266 * exact match, we also return NULL.
372 */ 267 */
373
374object * 268object *
375lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
376{ 270{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
378 int nummatch = 0; 272 {
379 273 // case 1, match spell name exactly
380 if (spname == NULL)
381 return NULL;
382
383 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name.
386 */
387 for (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;
388 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
389 if (spob->type == SPELL) 284 if (spob->type == SPELL
390 { 285 && spob->name.length () < len
391 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
392 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
393 nummatch++;
394 spob1 = spob;
395 }
396 else if (!strncmp (spob->name, spname, strlen (spob->name)))
397 {
398 /* if spells have ambiguous names, it makes matching
399 * really difficult. (eg, fire and fireball would
400 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion.
402 */
403 if (spob2)
404 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
405 spob2 = spob;
406 }
407 }
408 }
409 /* if we have best match, return it. Otherwise, if we have one match
410 * on the loser match, return that, otehrwise null
411 */
412 if (spob2)
413 return spob2; 288 return spob;
414 if (spob1 && nummatch == 1) 289 }
415 return spob1; 290
416 return NULL; 291 return 0;
417} 292}
418 293
419/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
420 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
421 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
424 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
425 */ 300 */
426int 301int
427reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
428{ 303{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 305 return 0;
306
433 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 311 return 1;
438 312
439 return 0; 313 return 0;
440} 314}
441 315
442/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
443 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
444 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
445 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
446 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
447 * in. 321 * destroys the object is unsuccessful.
448 */ 322 */
449int 323bool
450cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
451{ 325{
452 maptile *m; 326 mapxy pos (op);
453 sint16 sx, sy; 327 pos.move (dir);
454 328
455 if (dir && 329 if (!pos.normalise ()
456 ((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
457 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
458 { 332 )
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0;
462 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
463 338
464 op->map->insert (new_op, 339 new_op->set_flag (FLAG_IDENTIFIED);
465 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR);
468 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
469 return dir; 343 return 1;
344}
345
346static bool
347mergable_owner (object *o1, object *o2)
348{
349 if (o1 == o2)
350 return 1;
351
352 if (!o1 || !o2)
353 return 0;
354
355 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356 return 0;
357
358 if (o1->is_player () || o2->is_player ())
359 return 0;
360
361 return 1;
470} 362}
471 363
472/* Returns true if it is ok to put spell *op on the space/may provided. 364/* Returns true if it is ok to put spell *op on the space/may provided.
473 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
474 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
475 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
476 * on the space, the object doesn't get placed. if immune stop 368 * on the space, the object doesn't get placed. if immune stop
477 * does not have AT_MAGIC, then counterwalls do not effect the spell. 369 * does not have AT_MAGIC, then counterwalls do not effect the spell.
478 *
479 */ 370 */
480int 371int
481ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 372ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
482{ 373{
483 if (!xy_normalise (m, x, y)) 374 if (!xy_normalise (m, x, y))
484 return 0; 375 return 0;
485 376
486 mapspace &ms = m->at (x, y); 377 mapspace &ms = m->at (x, y);
378 ms.update ();
487 379
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 381 return 0;
490 382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
492 { 386 {
493 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
494 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
495 * 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
496 * 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
498 * 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
499 * 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
500 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
501 */ 395 */
502 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
503 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
504 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
506 && (tmp->type != BOW) 400 && (tmp->type != BOW)
507 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
510 // we special case floor here because there 404 // we special case floor here because there
511 // are sometimes spell effect floors 405 // are sometimes spell effect floors
512 // which are used to inflict damage 406 // which are used to inflict damage
513 // (and those shouldn't go away from 407 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC)) 409 && (immune_stop & AT_MAGIC))
516 return 0; 410 return 0;
517 411
518 /* This is to prevent 'out of control' spells. Basically, this
519 * limits one spell effect per space per spell. This is definately
520 * needed for performance reasons, and just for playability I believe.
521 * there are no such things as multispaced spells right now, so
522 * we don't need to worry about the head.
523 */
524 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525 return 0;
526
527 /*
528 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons.
531 */
532 if (tmp->arch == op->arch
533 && tmp->type == op->type 412 if (tmp->type == op->type)
534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 413 {
538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
539 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
540 tmp->duration = MAX (tmp->duration, op->duration); 416 {
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if (tmp->stats.maxhp == op->stats.maxhp)
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
432 if (mergable_owner (tmp, op))
433 {
434 // if same owner, then combine, but reduce advantage of multiple spells
435 max_it (tmp->stats.dam, op->stats.dam);
436 max_it (tmp->range , op->range);
437 max_it (tmp->duration , op->duration);
438 return 0;
439 }
440 }
441
442 // if there are too many spell effects on this space,
443 // then don't allow more of them, for performance reasons.
444 if (tmp->type == SPELL_EFFECT
445 && !--max_effects)
541 return 0; 446 return 0;
542 } 447 }
543 448
544 /* Perhaps we should also put checks in for no magic and unholy 449 /* Perhaps we should also put checks in for no magic and unholy
545 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
546 */ 451 */
558 * dir: direction to fire in. 463 * dir: direction to fire in.
559 * spell: spell that is being fired. It uses other_arch for the archetype 464 * spell: spell that is being fired. It uses other_arch for the archetype
560 * to fire. 465 * to fire.
561 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
562 */ 467 */
563
564int 468int
565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 469fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566{ 470{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
572 return 0; 472 return 0;
573 473
574 m = op->map; 474 object *tmp = spell->other_arch->instance ();
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 475
581 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
582
583 if (tmp == NULL)
584 return 0; 477 return 0;
585
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 tmp->destroy ();
590 return 0;
591 }
592 478
593 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 479 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595 /* code in time.c uses food for some things, duration for others */ 481 /* code in time.c uses food for some things, duration for others */
596 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
599 tmp->x = x;
600 tmp->y = y;
601 tmp->direction = dir; 485 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 486 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
608 489
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
613 return 0; 493 return 0;
614 } 494
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
616 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
617 497
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 499 move_spell_effect (tmp);
620 500
621 return 1; 501 return 1;
622} 502}
623 503
628 ****************************************************************************/ 508 ****************************************************************************/
629void 509void
630regenerate_rod (object *rod) 510regenerate_rod (object *rod)
631{ 511{
632 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
633 { 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 514}
640
641 515
642void 516void
643drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
644{ 518{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 519 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
664 { 538 {
665 tmp = op->owner; 539 tmp = op->owner;
666 /* 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
667 * to the caster. 541 * to the caster.
668 */ 542 */
669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
670 tmp = op; 544 tmp = op;
671 } 545 }
672 else 546 else
673 { 547 {
674 maptile *m = op->map; 548 maptile *m = op->map;
684 if (!tmp) 558 if (!tmp)
685 tmp = op->ms ().player (); 559 tmp = op->ms ().player ();
686 560
687 return tmp; 561 return tmp;
688} 562}
689
690
691 563
692/* raytrace: 564/* raytrace:
693 * spell_find_dir(map, x, y, exclude) will search first the center square 565 * spell_find_dir(map, x, y, exclude) will search first the center square
694 * then some close squares in the given map at the given coordinates for 566 * then some close squares in the given map at the given coordinates for
695 * live objects. 567 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
699 * It returns the direction toward the first/closest live object if it finds 571 * It returns the direction toward the first/closest live object if it finds
700 * any, otherwise -1. 572 * any, otherwise -1.
701 * note that exclude can be NULL, in which case all bets are off. 573 * note that exclude can be NULL, in which case all bets are off.
702 */ 574 */
703
704int 575int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 577{
707 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 579 sint16 nx, ny;
725 continue; 596 continue;
726 597
727 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
728 599
729 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
730 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
731 (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))))
732 tmp = tmp->above; 603 tmp = tmp->above;
733 604
734 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
735 return freedir[i]; 606 return freedir[i];
736 } 607 }
737 return -1; /* flag for "keep going the way you were" */ 608 return -1; /* flag for "keep going the way you were" */
738} 609}
739
740
741 610
742/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
745 */ 614 */
746 615static void
747void
748put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
749{ 617{
750 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 619 archetype *at;
752 int dir; 620 int dir;
758 626
759 /* find a free square nearby 627 /* find a free square nearby
760 * first we check the closest square for free squares 628 * first we check the closest square for free squares
761 */ 629 */
762 630
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 631 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 632 if (dir != -1)
765 { 633 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 634 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 635 * insert multipart monsters properly
768 */ 636 */
637 //TODO: use expand_tail + ...
769 while (at != NULL) 638 while (at != NULL)
770 { 639 {
771 tmp = arch_to_object (at); 640 tmp = at->instance ();
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 643 tmp->map = op->map;
775 if (head) 644 if (head)
776 { 645 {
777 tmp->head = head; 646 tmp->head = head;
778 prev->more = tmp; 647 prev->more = tmp;
779 } 648 }
649
780 if (!head) 650 if (!head)
781 head = tmp; 651 head = tmp;
652
782 prev = tmp; 653 prev = tmp;
654
783 at = at->more; 655 at = (archetype *)at->more;
784 } 656 }
785 657
786 if (head->randomitems) 658 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 660
789 insert_ob_in_map (head, op->map, op, 0); 661 insert_ob_in_map (head, op->map, op, 0);
790 662
791 /* thought it'd be cool to insert a burnout, too. */ 663 /* thought it'd be cool to insert a burnout, too. */
792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 664 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
793 } 665 }
794} 666}
795 667
796/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
797 * places them in nearby squares. 669 * places them in nearby squares.
804 * Note that this is not used by any spells (summon evil monsters 676 * Note that this is not used by any spells (summon evil monsters
805 * use to call this, but best I can tell, that spell/ability was 677 * use to call this, but best I can tell, that spell/ability was
806 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
807 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
808 */ 680 */
809
810int 681int
811summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
812{ 683{
813 int i; 684 int i;
814 685
824{ 695{
825 int attacktype; 696 int attacktype;
826 int face; 697 int face;
827} ATTACKS[22] = 698} ATTACKS[22] =
828{ 699{
829 {
830 AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 701 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 702 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 705 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 706 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 707 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 708 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 709 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 710 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 711 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 712 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 713 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 714 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 715 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 716 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 717 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 718 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 719 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 721 { AT_FEAR, 10},
873 722};
874
875 723
876/* shuffle_attack: peterm 724/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
902 { 750 {
903 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
904 } 752 }
905} 753}
906 754
907
908/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
909 * at casting a prayer. 756 * at casting a prayer.
910 * op is the player. 757 * op is the player.
911 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
912 * 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.
913 */ 760 */
914 761
915void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
916prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
917{ 766{
918 const char *godname; 767 const char *godname;
919 object *tmp; 768 object *tmp;
920 769
921 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
922 godname = "Your spirit"; 771 godname = "Your spirit";
923 772
924 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
925 { 774 {
926 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);
927 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
928 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
929 tmp->destroy (); 778 tmp->destroy ();
930 } 779 }
931 780
932 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
933 { 782 {
934 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
935 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
936 } 785 }
937 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
938 { 787 {
939 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
940 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
941 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
942 } 792 }
943 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
944 { 794 {
945 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
946 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
947 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
948 } 798 }
949} 799}
950 800
951/* 801/*
952 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
953 * of failure badness. 803 * of failure badness.
954 * op is the player that failed. 804 * op is the player that failed.
955 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
956 * 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.
957 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
958 */ 808 */
959
960void 809void
961spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
962{ 811{
963 object *tmp; 812 object *tmp;
964 813
965 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
966 return; 815 return;
967 816
968 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
969 { 818 {
970 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
971 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
972 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
973 tmp->destroy (); 822 tmp->destroy ();
974 } 823 }
975 824
976 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
977 { 826 {
978 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!");
979 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
980 } 829 }
981 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
982 { 831 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
984 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
985 } 834 }
986 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
987 { 836 {
988 object *tmp; 837 object *tmp;
989 838
990 /* 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 */
991 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)
992 { 841 {
993 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!");
994 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
995 844
996 } 845 }
997 else 846 else
998 { 847 {
999 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!");
1000 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
1001 tmp->level = skill->level; 850 tmp->level = skill->level;
1002 851
1003 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
1004 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
1005 854
1013 tmp->insert_at (op); 862 tmp->insert_at (op);
1014 } 863 }
1015 } 864 }
1016} 865}
1017 866
1018int 867static int
1019cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1020{ 869{
1021 int success;
1022 object *spell;
1023
1024 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
1025 { 871 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 873 return 0;
1028 } 874 }
1029 spell = arch_to_object (spell_ob->other_arch); 875
876 object *spell = spell_ob->other_arch->instance ();
1030 877
1031 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
1033 880
1034 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
1035 { 882 {
1036 spell->remove (); 883 spell->remove ();
1037 return success; 884 return success;
1038 } 885 }
886
1039 for_all_players (pl) 887 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 if ((pl->ob->contr->party == op->contr->party)
1041 { 889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1043 } 892
1044 spell->remove (); 893 spell->remove ();
1045 return success; 894 return success;
1046} 895}
1047 896
1048/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
1053 * same as op. 902 * same as op.
1054 * dir is the direction to cast in. Note in some cases, if the spell 903 * dir is the direction to cast in. Note in some cases, if the spell
1055 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
1056 * spell_ob is the spell object that is being cast. From that, 905 * spell_ob is the spell object that is being cast. From that,
1057 * we can determine what to do. 906 * we can determine what to do.
1058 * stringarg is any options that are being used. It can be NULL. Almost 907 * spellparam is any options that are being used. It can be NULL. Almost
1059 * certainly, only players will set it. It is basically used as optional 908 * certainly, only players will set it. It is basically used as optional
1060 * parameters to a spell (eg, item to create, information for marking runes, 909 * parameters to a spell (eg, item to create, information for marking runes,
1061 * etc. 910 * etc.
1062 * returns 1 on successful cast, or 0 on error. These values should really 911 * returns 1 on successful cast, or 0 on error. These values should really
1063 * be swapped, so that 0 is successful, and non zero is failure, with a code 912 * be swapped, so that 0 is successful, and non zero is failure, with a code
1070 * 919 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 920 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1074 */ 923 */
1075
1076int 924int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1078{ 926{
1079 const char *godname; 927 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 928 int success = 0;
1081 object *skill = NULL;
1082 929
1083 old_shoottype = op->contr ? op->contr->shoottype : 0; 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
1084 933
1085 if (!spell_ob) 934 if (!spell_ob)
1086 { 935 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 937 return 0;
1099 } 948 }
1100 949
1101 /* 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
1102 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1103 */ 952 */
1104 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])
1105 { 954 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
1107 return 0; 956 return 0;
1108 } 957 }
958
959 object *skill = 0;
1109 960
1110 /* 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
1111 * (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
1112 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1113 * 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
1114 * should take care of that. 965 * should take care of that.
1115 * 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
1116 * 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
1117 * at least process that code. 968 * at least process that code.
1118 */ 969 */
1119 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1120 { 971 {
1121 cast_level = caster_level (caster, spell_ob);
1122 if (spell_ob->skill) 972 if (spell_ob->skill)
1123 { 973 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
975
1125 if (!skill) 976 if (!skill)
1126 { 977 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 978 op->failmsgf ("You need the %s skill to cast %s! "
979 "H<You either need to learn the skill via a skill scroll "
980 "or you need to wear a talisman, holy symbol or another skill tool.>",
981 &spell_ob->skill, &spell_ob->name);
1128 return 0; 982 return 0;
1129 } 983 }
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 984
985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
1131 { 990 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1003 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1133 return 0; 1007 return 0;
1134 } 1008 }
1135 } 1009 }
1010
1136 /* 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
1137 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1138 */ 1013 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1140 { 1015 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 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)
1143 { 1018 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1019 op->failmsg ("You don't have enough mana!");
1145 return 0; 1020 return 0;
1146 } 1021 }
1147 1022
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150 { 1025 {
1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1026 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1152 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)
1153 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1155 }
1156 else 1029 else
1157 { 1030 {
1158 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);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1160 return 0; 1033 return 0;
1161 } 1034 }
1162 } 1035 }
1163 1036
1164 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1165 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) <
1166 (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]))
1167 { 1040 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1042 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1043
1174 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);
1175 return 0; 1045 return 0;
1176 } 1046 }
1177 else if (spell_ob->stats.sp) 1047 else if (spell_ob->stats.sp)
1178 { 1048 {
1179 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180 1050
1181 if (failure < 0) 1051 if (failure < 0)
1182 { 1052 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1184 if (settings.spell_failure_effects == TRUE) 1054 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1056
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1058 return 0;
1189 } 1059 }
1190 } 1060 }
1191 } 1061 }
1192 } 1062 }
1193 1063
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1064 int mflags = op->ms ().flags ();
1195 1065
1196 /* See if we can cast a spell here. If the caster and op are 1066 /* See if we can cast a spell here. If the caster and op are
1197 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1199 * doing. 1069 * doing.
1200 */ 1070 */
1201 1071
1202 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 :-)!
1203 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1204 new_draw_info (NDI_UNIQUE, 0, op, "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!");
1205 return 0; 1076 return 0;
1206 } 1077 }
1207 1078
1208 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1080 && (caster->type != POTION)
1210 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1211 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1212 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1213 && (((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)))
1214 { 1085 {
1215 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1216 return 0; 1087 return 0;
1217 1088
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1220 else 1091 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1092 {
1223 case range_magic: 1093 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1095 else if (item->type == SCROLL)
1226 case range_misc: 1096 op->failmsg ("Something blocks the magic of your scroll.");
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1251 }
1252 else 1097 else
1253 op->spellarg = NULL; 1098 op->failmsg ("Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1099 }
1262 else 1100 else
1263 { /* casting_time == 0 */ 1101 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1102
1265 spell_ob = op->spell; 1103 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1271 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1272 * 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
1273 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1114 * the player any time.
1277 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1116 */
1117 if (caster == op && caster->type != FIREWALL)
1118 {
1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1120 /* Other portions of the code may also decrement the speed of the player, so
1121 * put a lower limit so that the player isn't stuck here too long
1278 */ 1122 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 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)
1286 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;
1287 } 1125 }
1288 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)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1291 }
1292 }
1293 1128
1294 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1295 { 1130 {
1296 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);
1297 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);
1302 * object requires. 1137 * object requires.
1303 */ 1138 */
1304 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1305 { 1140 {
1306 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1307 if (!skill) 1143 if (!skill)
1308 { 1144 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "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));
1310 return 0; 1146 return 0;
1311 } 1147 }
1312 change_skill (op, skill, 0); /* needed for proper exp credit */
1313 } 1148 }
1149
1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
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;
1314 1159
1315 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1316 { 1161 {
1317 /* 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
1318 * in in spells.h. 1163 * in spells.h.
1319 */ 1164 */
1320 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1322 break; 1167 break;
1323 1168
1324 case SP_RUNE: 1169 case SP_RUNE:
1325 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1326 break; 1171 break;
1327 1172
1328 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1329 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1330 break; 1175 break;
1331 1176
1332 case SP_BOLT: 1177 case SP_BOLT:
1333 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1334 break; 1179 break;
1352 case SP_SMITE: 1197 case SP_SMITE:
1353 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1354 break; 1199 break;
1355 1200
1356 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1358 break; 1203 break;
1359 1204
1360 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1207 break;
1364 1208
1365 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1211 * moved.
1368 */ 1212 */
1369 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1370 break; 1214 break;
1371 1215
1372 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1373 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1374 { 1218 {
1407 case SP_HEALING: 1251 case SP_HEALING:
1408 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1409 break; 1253 break;
1410 1254
1411 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1412 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1413 break; 1257 break;
1414 1258
1415 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1416 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1417 break; 1261 break;
1427 case SP_CURSE: 1271 case SP_CURSE:
1428 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1429 break; 1273 break;
1430 1274
1431 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1432 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1433 break; 1277 break;
1434 1278
1435 case SP_CHARGING: 1279 case SP_CHARGING:
1436 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1437 break; 1281 break;
1440#ifdef NO_POLYMORPH 1284#ifdef NO_POLYMORPH
1441 /* Not great, but at least provide feedback so if players do have 1285 /* Not great, but at least provide feedback so if players do have
1442 * polymorph (ie, find it as a preset item or left over from before 1286 * polymorph (ie, find it as a preset item or left over from before
1443 * it was disabled), they get some feedback. 1287 * it was disabled), they get some feedback.
1444 */ 1288 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1289 op->failmsg ("The spell fizzles!");
1446 success = 0; 1290 success = 0;
1447#else 1291#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1293#endif
1450 break; 1294 break;
1470 break; 1314 break;
1471 1315
1472 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1473 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)
1474 { 1318 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "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);
1476 success = 0; 1320 success = 0;
1477 } 1321 }
1478 else 1322 else
1479 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1480 break; 1324 break;
1481 1325
1482 case SP_SWARM: 1326 case SP_SWARM:
1483 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1484 break; 1328 break;
1491 /* in rune.c */ 1335 /* in rune.c */
1492 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1493 break; 1337 break;
1494 1338
1495 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1496 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1497 break; 1341 break;
1498 1342
1499 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1500 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1345 break;
1502 1346
1503 case SP_ANIMATE_WEAPON: 1347 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1348 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1349 break;
1507 1350
1508 case SP_LIGHT: 1351 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1352 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1353 break;
1523 1366
1524 case SP_AURA: 1367 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1526 break; 1369 break;
1527 1370
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1534 break; 1373 break;
1535 1374
1536 default: 1375 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 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);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 { 1377 }
1549 free (stringarg); 1378
1550 stringarg = NULL; 1379 // restore chosen_skill
1551 } 1380 op->chosen_skill = chosen_skill;
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1381
1553 * to something like use_magic_item, but you really want to be able to fire 1382 op->play_sound (
1554 * it again. 1383 success
1555 */ 1384 ? spell_ob->sound
1556 if (op->contr) 1385 ? spell_ob->sound
1557 op->contr->shoottype = (rangetype) old_shoottype; 1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1558 1389
1559 return success; 1390 return success;
1560} 1391}
1561 1392
1562
1563/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1566 */ 1396 */
1567void 1397void
1568move_spell_effect (object *op) 1398move_spell_effect (object *op)
1569{ 1399{
1609 move_aura (op); 1439 move_aura (op);
1610 break; 1440 break;
1611 } 1441 }
1612} 1442}
1613 1443
1614/* this checks to see if something special should happen if
1615 * something runs into the object.
1616 */
1617void
1618check_spell_effect (object *op)
1619{
1620 switch (op->subtype)
1621 {
1622 case SP_BOLT:
1623 move_bolt (op);
1624 return;
1625
1626 case SP_BULLET:
1627 check_bullet (op);
1628 return;
1629 }
1630}
1631
1632/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1633 * 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
1634 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1635 * objects of the appropraite type. 1447 * objects of the appropriate type.
1636 */ 1448 */
1637void 1449void
1638apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1639{ 1451{
1640 switch (spell->subtype) 1452 switch (spell->subtype)
1641 { 1453 {
1642 case SP_CONE: 1454 case SP_CONE:
1643 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1644 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1645 break; 1457 break;
1646 1458
1647 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1649 { 1461 {
1650 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651
1652 if (!spell->destroyed ())
1653 spell->destroy (); 1463 spell->destroy ();
1654 } 1464 }
1655 break; 1465 break;
1656 1466
1657 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1658 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1660 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1661 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1472
1662 break; 1473 break;
1663 } 1474 }
1664} 1475}
1476
1477/**
1478 * This function will let a fireball explode at the position of
1479 * the victim with a specific maximum level.
1480 */
1481void
1482create_exploding_ball_at (object *victim, int level)
1483{
1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487 ball->insert_at (victim);
1488}

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