ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.47 by root, Thu May 17 20:27:02 2007 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 *
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/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 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>
27#include <object.h> 27#include <object.h>
34/* 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
35 * 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
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * 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
153 */ 83 */
154void 84void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 86{
157 if (spob->other_arch) 87 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
159} 89}
160 90
161/* 91static int
162 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod.
166 *
167 * caster is person casting the spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 93{
174 int new_level; 94 // compute the attuned/repelled bonus
175 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
177 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178
179 new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182
183 return max (1, new_level);
184} 99}
185 100
186/* This function returns the effective level the spell 101/* This function returns the effective level the spell
187 * is being cast at. 102 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 103 */
192int 104int
193caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
194{ 106{
195 int level = caster->level; 107 int level = caster->level;
196
197 /* If this is a player, try to find the matching skill */
198 if (caster->type == PLAYER && spell->skill)
199 for (int i = 0; i < NUM_SKILLS; i++)
200 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
201 {
202 level = caster->contr->last_skill_ob[i]->level;
203 break;
204 }
205 108
206 /* 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. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 { 111 {
209 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);
210 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
211 114
212 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
213 } 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;
214 120
215 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
217 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);
218 128
219 /* 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
220 * errors in various places. 130 * errors in various places.
221 */ 131 */
222 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
223} 133}
224 134
225/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
226 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
227 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
231 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
232 * spell is the spell object. 142 * spell is the spell object.
233 * 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
234 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
235 */ 145 */
236
237sint16 146sint16
238SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239{ 148{
240 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
241 150
242 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
243 { 152 {
244 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
245 {
246 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));
247 }
248 else 155 else
249 sp = spell->stats.sp; 156 sp = spell->stats.sp;
250 157
251 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
252 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
253 sp = 1; 160 sp = 1;
254 161
255 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
256 {
257 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));
258 }
259 else 164 else
260 grace = spell->stats.grace; 165 grace = spell->stats.grace;
261 166
262 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
263 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
264 grace = 1; 169 grace = 1;
265 } 170 }
266 else 171 else
267 { 172 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
270 sp = 1; 175 sp = 1;
176
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
273 grace = 1; 179 grace = 1;
274 } 180 }
181
275 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 183 return max (sp, grace);
277 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
278 return grace; 185 return grace;
279 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
280 return sp; 187 return sp;
281 else 188 else
283 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);
284 return 0; 191 return 0;
285 } 192 }
286} 193}
287 194
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}
288 205
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
291 */ 208 */
292int 209int
293SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
294{ 211{
295 int level = caster_level (caster, spob);
296 int adj = level - min_casting_level (caster, spob);
297
298 if (adj < 0)
299 adj = 0;
300 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
305} 216}
306 217
307/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
310 */ 221 */
311int 222int
312SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
313{ 224{
314 int level = caster_level (caster, spob);
315 int adj = level - min_casting_level (caster, spob);
316
317 if (adj < 0)
318 adj = 0;
319 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
325} 229}
326 230
327/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
330 */ 234 */
331int 235int
332SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
333{ 237{
334 int level = caster_level (caster, spob);
335 int adj = level - min_casting_level (caster, spob);
336
337 if (adj < 0)
338 adj = 0;
339 if (spob->range_modifier) 238 if (!spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
345} 242}
346 243
347/* 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
348 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
349 * 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.
350 */ 247 */
351object * 248object *
352check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
353{ 250{
354 object *spop; 251 object *spop;
355 252
356 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
358 return spop; 255 return spop;
359 256
360 return NULL; 257 return 0;
361} 258}
362 259
363 260/*
364/*
365 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
366 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
367 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
368 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
369 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
370 * exact match, we also return NULL. 266 * exact match, we also return NULL.
371 */ 267 */
372
373object * 268object *
374lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
375{ 270{
376 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
377 int nummatch = 0; 272 {
378 273 // case 1, match spell name exactly
379 if (spname == NULL)
380 return NULL;
381
382 /* Try to find the spell. We store the results in spob1
383 * and spob2 - spob1 is only taking the length of
384 * the past spname, spob2 uses the length of the spell name.
385 */
386 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;
387 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
388 if (spob->type == SPELL) 284 if (spob->type == SPELL
389 { 285 && spob->name.length () < len
390 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
391 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
392 nummatch++;
393 spob1 = spob;
394 }
395 else if (!strncmp (spob->name, spname, strlen (spob->name)))
396 {
397 /* if spells have ambiguous names, it makes matching
398 * really difficult. (eg, fire and fireball would
399 * fall into this category). It shouldn't be hard to
400 * make sure spell names don't overlap in that fashion.
401 */
402 if (spob2)
403 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
404 spob2 = spob;
405 }
406 }
407 }
408 /* if we have best match, return it. Otherwise, if we have one match
409 * on the loser match, return that, otehrwise null
410 */
411 if (spob2)
412 return spob2; 288 return spob;
413 if (spob1 && nummatch == 1) 289 }
414 return spob1; 290
415 return NULL; 291 return 0;
416} 292}
417 293
418/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
419 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
420 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
423 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
424 */ 300 */
425int 301int
426reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
427{ 303{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 305 return 0;
306
432 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)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 311 return 1;
437 312
438 return 0; 313 return 0;
439} 314}
440 315
441/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
442 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
443 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
444 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
445 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
446 * in. 321 * destroys the object is unsuccessful.
447 */ 322 */
448int 323bool
449cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
450{ 325{
451 maptile *m; 326 mapxy pos (op);
452 sint16 sx, sy; 327 pos.move (dir);
453 328
454 if (dir && 329 if (!pos.normalise ()
455 ((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
456 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
457 { 332 )
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0;
461 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
462 338
463 op->map->insert (new_op, 339 new_op->set_flag (FLAG_IDENTIFIED);
464 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR);
467 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
468 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;
469} 362}
470 363
471/* 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.
472 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
473 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
474 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
475 * 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
476 * 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.
477 *
478 */ 370 */
479int 371int
480ok_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)
481{ 373{
482 if (!xy_normalise (m, x, y)) 374 if (!xy_normalise (m, x, y))
483 return 0; 375 return 0;
484 376
485 mapspace &ms = m->at (x, y); 377 mapspace &ms = m->at (x, y);
378 ms.update ();
486 379
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 381 return 0;
489 382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
491 { 386 {
492 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
493 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
494 * 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
495 * 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
497 * 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
498 * 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
499 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
500 */ 395 */
501 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
502 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
503 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
505 && (tmp->type != BOW) 400 && (tmp->type != BOW)
506 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
509 // we special case floor here because there 404 // we special case floor here because there
510 // are sometimes spell effect floors 405 // are sometimes spell effect floors
511 // which are used to inflict damage 406 // which are used to inflict damage
512 // (and those shouldn't go away from 407 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC)) 409 && (immune_stop & AT_MAGIC))
515 return 0; 410 return 0;
516 411
517 /* This is to prevent 'out of control' spells. Basically, this
518 * limits one spell effect per space per spell. This is definately
519 * needed for performance reasons, and just for playability I believe.
520 * there are no such things as multispaced spells right now, so
521 * we don't need to worry about the head.
522 */
523 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
524 return 0;
525
526 /*
527 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons.
530 */
531 if (tmp->arch == op->arch
532 && tmp->type == op->type 412 if (tmp->type == op->type)
533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 413 {
537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
538 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
539 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)
540 return 0; 446 return 0;
541 } 447 }
542 448
543 /* 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
544 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
545 */ 451 */
557 * dir: direction to fire in. 463 * dir: direction to fire in.
558 * 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
559 * to fire. 465 * to fire.
560 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
561 */ 467 */
562
563int 468int
564fire_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)
565{ 470{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
571 return 0; 472 return 0;
572 473
573 m = op->map; 474 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 475
580 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 477 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 478
592 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);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* 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 */
595 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 485 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 486 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
607 489
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
612 return 0; 493 return 0;
613 } 494
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
615 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
616 497
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 499 move_spell_effect (tmp);
619 500
620 return 1; 501 return 1;
621} 502}
622 503
627 ****************************************************************************/ 508 ****************************************************************************/
628void 509void
629regenerate_rod (object *rod) 510regenerate_rod (object *rod)
630{ 511{
631 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
632 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
633} 514}
634 515
635void 516void
636drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
637{ 518{
657 { 538 {
658 tmp = op->owner; 539 tmp = op->owner;
659 /* 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
660 * to the caster. 541 * to the caster.
661 */ 542 */
662 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
663 tmp = op; 544 tmp = op;
664 } 545 }
665 else 546 else
666 { 547 {
667 maptile *m = op->map; 548 maptile *m = op->map;
677 if (!tmp) 558 if (!tmp)
678 tmp = op->ms ().player (); 559 tmp = op->ms ().player ();
679 560
680 return tmp; 561 return tmp;
681} 562}
682
683
684 563
685/* raytrace: 564/* raytrace:
686 * 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
687 * 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
688 * live objects. 567 * live objects.
691 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
692 * 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
693 * any, otherwise -1. 572 * any, otherwise -1.
694 * 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.
695 */ 574 */
696
697int 575int
698spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
699{ 577{
700 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
701 sint16 nx, ny; 579 sint16 nx, ny;
718 continue; 596 continue;
719 597
720 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
721 599
722 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
723 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
724 (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))))
725 tmp = tmp->above; 603 tmp = tmp->above;
726 604
727 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
728 return freedir[i]; 606 return freedir[i];
732 610
733/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
734 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
735 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
736 */ 614 */
737void 615static void
738put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
739{ 617{
740 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
741 archetype *at; 619 archetype *at;
742 int dir; 620 int dir;
748 626
749 /* find a free square nearby 627 /* find a free square nearby
750 * first we check the closest square for free squares 628 * first we check the closest square for free squares
751 */ 629 */
752 630
753 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);
754 if (dir != -1) 632 if (dir != -1)
755 { 633 {
756 /* This is basically grabbed for generate monster. Fixed 971225 to 634 /* This is basically grabbed for generate monster. Fixed 971225 to
757 * insert multipart monsters properly 635 * insert multipart monsters properly
758 */ 636 */
637 //TODO: use expand_tail + ...
759 while (at != NULL) 638 while (at != NULL)
760 { 639 {
761 tmp = arch_to_object (at); 640 tmp = at->instance ();
762 tmp->x = op->x + freearr_x[dir] + at->clone.x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->clone.y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
764 tmp->map = op->map; 643 tmp->map = op->map;
765 if (head) 644 if (head)
766 { 645 {
767 tmp->head = head; 646 tmp->head = head;
768 prev->more = tmp; 647 prev->more = tmp;
769 } 648 }
649
770 if (!head) 650 if (!head)
771 head = tmp; 651 head = tmp;
652
772 prev = tmp; 653 prev = tmp;
654
773 at = at->more; 655 at = (archetype *)at->more;
774 } 656 }
775 657
776 if (head->randomitems) 658 if (head->randomitems)
777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778 660
779 insert_ob_in_map (head, op->map, op, 0); 661 insert_ob_in_map (head, op->map, op, 0);
780 662
781 /* thought it'd be cool to insert a burnout, too. */ 663 /* thought it'd be cool to insert a burnout, too. */
782 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);
783 } 665 }
784} 666}
785 667
786/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
787 * places them in nearby squares. 669 * places them in nearby squares.
794 * 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
795 * 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
796 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
797 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
798 */ 680 */
799
800int 681int
801summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
802{ 683{
803 int i; 684 int i;
804 685
869 { 750 {
870 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
871 } 752 }
872} 753}
873 754
874
875/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
876 * at casting a prayer. 756 * at casting a prayer.
877 * op is the player. 757 * op is the player.
878 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
879 * 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.
880 */ 760 */
881 761
882void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
883prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
884{ 766{
885 const char *godname; 767 const char *godname;
886 object *tmp; 768 object *tmp;
887 769
888 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
889 godname = "Your spirit"; 771 godname = "Your spirit";
890 772
891 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
892 { 774 {
893 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);
894 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
895 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
896 tmp->destroy (); 778 tmp->destroy ();
897 } 779 }
898 780
899 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
900 { 782 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
902 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
903 } 785 }
904 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
905 { 787 {
906 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
907 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
908 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
909 } 792 }
910 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
911 { 794 {
912 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
913 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
914 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
915 } 798 }
916} 799}
917 800
918/* 801/*
919 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
920 * of failure badness. 803 * of failure badness.
921 * op is the player that failed. 804 * op is the player that failed.
922 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
923 * 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.
924 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
925 */ 808 */
926
927void 809void
928spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
929{ 811{
930 object *tmp; 812 object *tmp;
931 813
932 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
933 return; 815 return;
934 816
935 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
936 { 818 {
937 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
938 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
939 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
940 tmp->destroy (); 822 tmp->destroy ();
941 } 823 }
942 824
943 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
944 { 826 {
945 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!");
946 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
947 } 829 }
948 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
949 { 831 {
950 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
951 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
952 } 834 }
953 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
954 { 836 {
955 object *tmp; 837 object *tmp;
956 838
957 /* 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 */
958 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)
959 { 841 {
960 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!");
961 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
962 844
963 } 845 }
964 else 846 else
965 { 847 {
966 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!");
967 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
968 tmp->level = skill->level; 850 tmp->level = skill->level;
969 851
970 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
971 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
972 854
980 tmp->insert_at (op); 862 tmp->insert_at (op);
981 } 863 }
982 } 864 }
983} 865}
984 866
985int 867static int
986cast_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)
987{ 869{
988 int success;
989 object *spell;
990
991 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
992 { 871 {
993 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
994 return 0; 873 return 0;
995 } 874 }
996 spell = arch_to_object (spell_ob->other_arch); 875
876 object *spell = spell_ob->other_arch->instance ();
997 877
998 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
999 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
1000 880
1001 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
1002 { 882 {
1003 spell->remove (); 883 spell->remove ();
1004 return success; 884 return success;
1005 } 885 }
886
1006 for_all_players (pl) 887 for_all_players (pl)
1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 if ((pl->ob->contr->party == op->contr->party)
1008 { 889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
1009 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1010 } 892
1011 spell->remove (); 893 spell->remove ();
1012 return success; 894 return success;
1013} 895}
1014 896
1015/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
1020 * same as op. 902 * same as op.
1021 * 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
1022 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
1023 * 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,
1024 * we can determine what to do. 906 * we can determine what to do.
1025 * 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
1026 * 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
1027 * 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,
1028 * etc. 910 * etc.
1029 * 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
1030 * 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
1038 * 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),
1039 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1040 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1041 */ 923 */
1042int 924int
1043cast_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)
1044{ 926{
1045 const char *godname; 927 const char *godname;
1046 int success = 0, mflags, cast_level = 0; 928 int success = 0;
1047 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
1048 933
1049 if (!spell_ob) 934 if (!spell_ob)
1050 { 935 {
1051 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1052 return 0; 937 return 0;
1063 } 948 }
1064 949
1065 /* 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
1066 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1067 */ 952 */
1068 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])
1069 { 954 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
1071 return 0; 956 return 0;
1072 } 957 }
958
959 object *skill = 0;
1073 960
1074 /* 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
1075 * (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
1076 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1077 * 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
1078 * should take care of that. 965 * should take care of that.
1079 * 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
1080 * 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
1081 * at least process that code. 968 * at least process that code.
1082 */ 969 */
1083 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1084 { 971 {
1085 cast_level = caster_level (caster, spell_ob);
1086
1087 if (spell_ob->skill) 972 if (spell_ob->skill)
1088 { 973 {
1089 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
1090 975
1091 if (!skill) 976 if (!skill)
1092 { 977 {
1093 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);
1094 return 0; 982 return 0;
1095 } 983 }
1096 984
1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
1098 { 990 {
1099 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 ())
1100 return 0; 1007 return 0;
1101 } 1008 }
1102 } 1009 }
1103 1010
1104 /* 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
1105 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1106 */ 1013 */
1107 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1108 { 1015 {
1109 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1110 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)
1111 { 1018 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1019 op->failmsg ("You don't have enough mana!");
1113 return 0; 1020 return 0;
1114 } 1021 }
1115 1022
1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1117 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)
1118 { 1025 {
1119 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 -
1120 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)
1121 {
1122 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));
1123 }
1124 else 1029 else
1125 { 1030 {
1126 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);
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1128 return 0; 1033 return 0;
1129 } 1034 }
1130 } 1035 }
1131 1036
1132 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1133 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) <
1134 (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]))
1135 { 1040 {
1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1042 op->failmsg ("You fumble the prayer.");
1138 1043
1139 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);
1140 return 0; 1045 return 0;
1141 } 1046 }
1142 else if (spell_ob->stats.sp) 1047 else if (spell_ob->stats.sp)
1143 { 1048 {
1144 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;
1145 1050
1146 if (failure < 0) 1051 if (failure < 0)
1147 { 1052 {
1148 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.");
1149 if (settings.spell_failure_effects == TRUE) 1054 if (settings.spell_failure_effects == TRUE)
1150 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);
1151 1056
1152 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);
1153 return 0; 1058 return 0;
1154 } 1059 }
1155 } 1060 }
1156 } 1061 }
1157 } 1062 }
1158 1063
1159 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1064 int mflags = op->ms ().flags ();
1160 1065
1161 /* 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
1162 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1163 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1164 * doing. 1069 * doing.
1165 */ 1070 */
1166 1071
1167 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 :-)!
1168 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1169 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!");
1170 return 0; 1076 return 0;
1171 } 1077 }
1172 1078
1173 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1174 && (caster->type != POTION) 1080 && (caster->type != POTION)
1175 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1176 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1177 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1178 && (((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)))
1179 { 1085 {
1180 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1181 return 0; 1087 return 0;
1182 1088
1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1184 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);
1185 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1186 { 1092 {
1187 if (item->type == SPELL) 1093 if (item->type == SPELL)
1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1189 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1190 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1096 op->failmsg ("Something blocks the magic of your scroll.");
1191 else 1097 else
1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1098 op->failmsg ("Something blocks the magic of your item.");
1193 } 1099 }
1194 else 1100 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1196 1102
1197 return 0; 1103 return 0;
1198 } 1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1199 1108
1200 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1201 * 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
1202 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1203 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1205 * the player any time. 1114 * the player any time.
1206 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1207 */ 1116 */
1208 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1209 { 1118 {
1210 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1211 /* Other portions of the code may also decrement the speed of the player, so 1120 /* Other portions of the code may also decrement the speed of the player, so
1212 * put a lower limit so that the player isn't stuck here too long 1121 * put a lower limit so that the player isn't stuck here too long
1213 */ 1122 */
1214 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)
1215 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;
1216 } 1125 }
1217 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)
1218 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1219 1128
1220 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1221 { 1130 {
1222 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);
1223 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);
1228 * object requires. 1137 * object requires.
1229 */ 1138 */
1230 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1231 { 1140 {
1232 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1233 if (!skill) 1143 if (!skill)
1234 { 1144 {
1235 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));
1236 return 0; 1146 return 0;
1237 } 1147 }
1238
1239 op->change_skill (skill); /* needed for proper exp credit */
1240 } 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;
1241 1159
1242 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1243 { 1161 {
1244 /* 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
1245 * in in spells.h. 1163 * in spells.h.
1246 */ 1164 */
1247 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1248 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1249 break; 1167 break;
1250 1168
1251 case SP_RUNE: 1169 case SP_RUNE:
1252 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1253 break; 1171 break;
1254 1172
1255 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1256 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1257 break; 1175 break;
1258 1176
1259 case SP_BOLT: 1177 case SP_BOLT:
1260 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1261 break; 1179 break;
1279 case SP_SMITE: 1197 case SP_SMITE:
1280 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1281 break; 1199 break;
1282 1200
1283 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1284 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);
1285 break; 1203 break;
1286 1204
1287 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1288 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1289 break; 1207 break;
1290 1208
1291 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1292 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1293 * moved. 1211 * moved.
1294 */ 1212 */
1295 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1296 break; 1214 break;
1297 1215
1298 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1299 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1300 { 1218 {
1333 case SP_HEALING: 1251 case SP_HEALING:
1334 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1335 break; 1253 break;
1336 1254
1337 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1338 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1339 break; 1257 break;
1340 1258
1341 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1342 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1343 break; 1261 break;
1353 case SP_CURSE: 1271 case SP_CURSE:
1354 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1355 break; 1273 break;
1356 1274
1357 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1358 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1359 break; 1277 break;
1360 1278
1361 case SP_CHARGING: 1279 case SP_CHARGING:
1362 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1363 break; 1281 break;
1366#ifdef NO_POLYMORPH 1284#ifdef NO_POLYMORPH
1367 /* 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
1368 * 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
1369 * it was disabled), they get some feedback. 1287 * it was disabled), they get some feedback.
1370 */ 1288 */
1371 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1289 op->failmsg ("The spell fizzles!");
1372 success = 0; 1290 success = 0;
1373#else 1291#else
1374 success = cast_polymorph (op, caster, spell_ob, dir); 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1375#endif 1293#endif
1376 break; 1294 break;
1396 break; 1314 break;
1397 1315
1398 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1399 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)
1400 { 1318 {
1401 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);
1402 success = 0; 1320 success = 0;
1403 } 1321 }
1404 else 1322 else
1405 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);
1406 break; 1324 break;
1407 1325
1408 case SP_SWARM: 1326 case SP_SWARM:
1409 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1410 break; 1328 break;
1417 /* in rune.c */ 1335 /* in rune.c */
1418 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1419 break; 1337 break;
1420 1338
1421 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1422 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1423 break; 1341 break;
1424 1342
1425 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1426 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1427 break; 1345 break;
1448 1366
1449 case SP_AURA: 1367 case SP_AURA:
1450 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1451 break; 1369 break;
1452 1370
1453 case SP_TOWN_PORTAL:
1454 success = cast_create_town_portal (op, caster, spell_ob, dir);
1455 break;
1456
1457 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1458 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1459 break; 1373 break;
1460 1374
1461 default: 1375 default:
1462 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1463 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);
1464 } 1377 }
1465 1378
1466 /* FIXME - we need some better sound suppport */ 1379 // restore chosen_skill
1467 // yes, for example, augment map info with the spell effect 1380 op->chosen_skill = chosen_skill;
1468 // so clients can calculate the sounds themselves 1381
1469 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1382 op->play_sound (
1383 success
1384 ? spell_ob->sound
1385 ? spell_ob->sound
1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1470 1389
1471 return success; 1390 return success;
1472} 1391}
1473 1392
1474
1475/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1476 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1477 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1478 */ 1396 */
1479void 1397void
1480move_spell_effect (object *op) 1398move_spell_effect (object *op)
1481{ 1399{
1521 move_aura (op); 1439 move_aura (op);
1522 break; 1440 break;
1523 } 1441 }
1524} 1442}
1525 1443
1526/* this checks to see if something special should happen if
1527 * something runs into the object.
1528 */
1529void
1530check_spell_effect (object *op)
1531{
1532 switch (op->subtype)
1533 {
1534 case SP_BOLT:
1535 move_bolt (op);
1536 return;
1537
1538 case SP_BULLET:
1539 check_bullet (op);
1540 return;
1541 }
1542}
1543
1544/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1545 * 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
1546 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1547 * objects of the appropraite type. 1447 * objects of the appropriate type.
1548 */ 1448 */
1549void 1449void
1550apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1551{ 1451{
1552 switch (spell->subtype) 1452 switch (spell->subtype)
1553 { 1453 {
1554 case SP_CONE: 1454 case SP_CONE:
1555 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1556 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1557 break; 1457 break;
1558 1458
1559 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1561 { 1461 {
1562 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1563
1564 if (!spell->destroyed ())
1565 spell->destroy (); 1463 spell->destroy ();
1566 } 1464 }
1567 break; 1465 break;
1568 1466
1569 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1570 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1571 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1572 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1573 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1472
1574 break; 1473 break;
1575 } 1474 }
1576} 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}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines