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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.61 by root, Sat Sep 8 07:24:31 2007 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <object.h> 27#include <object.h>
33/* 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
34 * 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
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
145 * 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
146 */ 83 */
147void 84void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149{ 86{
150 if (spob->other_arch) 87 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
152} 89}
153 90
154/* 91static int
155 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164int
165min_casting_level (object *caster, object *spell)
166{ 93{
167 int new_level; 94 // compute the attuned/repelled bonus
168 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
169 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
170 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
171
172 new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177} 99}
178 100
179/* This function returns the effective level the spell 101/* This function returns the effective level the spell
180 * is being cast at. 102 * is being cast at.
181 * Note that I changed the repelled/attuned bonus to 2 from 5.
182 * This is because the new code compares casting_level against
183 * min_caster_level, so the difference is effectively 4
184 */ 103 */
185int 104int
186caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
187{ 106{
188 int level = caster->level; 107 int level = caster->level;
189
190 /* If this is a player, try to find the matching skill */
191 if (caster->type == PLAYER && spell->skill)
192 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 {
195 level = caster->contr->last_skill_ob[i]->level;
196 break;
197 }
198 108
199 /* 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. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 { 111 {
202 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);
203 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
204 114
205 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
206 } 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;
207 120
208 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
210 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);
211 128
212 /* 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
213 * errors in various places. 130 * errors in various places.
214 */ 131 */
215 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
216} 133}
217 134
218/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
219 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
220 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
224 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
225 * spell is the spell object. 142 * spell is the spell object.
226 * 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
227 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
228 */ 145 */
229
230sint16 146sint16
231SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232{ 148{
233 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
234 150
235 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
236 { 152 {
237 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
238 {
239 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));
240 }
241 else 155 else
242 sp = spell->stats.sp; 156 sp = spell->stats.sp;
243 157
244 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
245 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
246 sp = 1; 160 sp = 1;
247 161
248 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
249 {
250 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));
251 }
252 else 164 else
253 grace = spell->stats.grace; 165 grace = spell->stats.grace;
254 166
255 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
256 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
257 grace = 1; 169 grace = 1;
258 } 170 }
259 else 171 else
260 { 172 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
263 sp = 1; 175 sp = 1;
176
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
266 grace = 1; 179 grace = 1;
267 } 180 }
181
268 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace); 183 return max (sp, grace);
270 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
271 return grace; 185 return grace;
272 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
273 return sp; 187 return sp;
274 else 188 else
276 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);
277 return 0; 191 return 0;
278 } 192 }
279} 193}
280 194
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}
281 205
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
284 */ 208 */
285int 209int
286SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
287{ 211{
288 int level = caster_level (caster, spob);
289 int adj = level - min_casting_level (caster, spob);
290
291 if (adj < 0)
292 adj = 0;
293 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
298} 216}
299 217
300/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
303 */ 221 */
304int 222int
305SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
306{ 224{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 229}
319 230
320/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
323 */ 234 */
324int 235int
325SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
326{ 237{
327 int level = caster_level (caster, spob);
328 int adj = level - min_casting_level (caster, spob);
329
330 if (adj < 0)
331 adj = 0;
332 if (spob->range_modifier) 238 if (!spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
338} 242}
339 243
340/* 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
341 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
342 * 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.
343 */ 247 */
344object * 248object *
345check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
346{ 250{
347 object *spop; 251 object *spop;
348 252
349 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
351 return spop; 255 return spop;
352 256
353 return NULL; 257 return 0;
354} 258}
355 259
356 260/*
357/*
358 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
359 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
360 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
361 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
362 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
363 * exact match, we also return NULL. 266 * exact match, we also return NULL.
364 */ 267 */
365
366object * 268object *
367lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
368{ 270{
369 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
370 int nummatch = 0; 272 {
371 273 // case 1, match spell name exactly
372 if (spname == NULL)
373 return NULL;
374
375 /* Try to find the spell. We store the results in spob1
376 * and spob2 - spob1 is only taking the length of
377 * the past spname, spob2 uses the length of the spell name.
378 */
379 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;
380 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
381 if (spob->type == SPELL) 284 if (spob->type == SPELL
382 { 285 && spob->name.length () < len
383 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
384 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
385 nummatch++;
386 spob1 = spob;
387 }
388 else if (!strncmp (spob->name, spname, strlen (spob->name)))
389 {
390 /* if spells have ambiguous names, it makes matching
391 * really difficult. (eg, fire and fireball would
392 * fall into this category). It shouldn't be hard to
393 * make sure spell names don't overlap in that fashion.
394 */
395 if (spob2)
396 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
397 spob2 = spob;
398 }
399 }
400 }
401 /* if we have best match, return it. Otherwise, if we have one match
402 * on the loser match, return that, otehrwise null
403 */
404 if (spob2)
405 return spob2; 288 return spob;
406 if (spob1 && nummatch == 1) 289 }
407 return spob1; 290
408 return NULL; 291 return 0;
409} 292}
410 293
411/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
412 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
413 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
416 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
417 */ 300 */
418int 301int
419reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
420{ 303{
421 object *op;
422
423 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
424 return 0; 305 return 0;
306
425 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)
426 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
427 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
428 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 return 1; 311 return 1;
430 312
431 return 0; 313 return 0;
432} 314}
433 315
434/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
435 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
436 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
437 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
438 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
439 * in. 321 * destroys the object is unsuccessful.
440 */ 322 */
441int 323bool
442cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
443{ 325{
444 maptile *m; 326 mapxy pos (op);
445 sint16 sx, sy; 327 pos.move (dir);
446 328
447 if (dir && 329 if (!pos.normalise ()
448 ((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
449 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
450 { 332 )
451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
453 dir = 0;
454 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
455 338
456 SET_FLAG (new_op, FLAG_IDENTIFIED); 339 new_op->set_flag (FLAG_IDENTIFIED);
457 op->map->insert (new_op,
458 op->x + freearr_x[dir], op->y + freearr_y[dir],
459 op,
460 dir ? 0 : INS_BELOW_ORIGINATOR);
461 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
462 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;
463} 362}
464 363
465/* 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.
466 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
467 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
468 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
469 * 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
470 * 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.
471 *
472 */ 370 */
473int 371int
474ok_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)
475{ 373{
476 if (!xy_normalise (m, x, y)) 374 if (!xy_normalise (m, x, y))
477 return 0; 375 return 0;
478 376
479 mapspace &ms = m->at (x, y); 377 mapspace &ms = m->at (x, y);
378 ms.update ();
480 379
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0; 381 return 0;
483 382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
485 { 386 {
486 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
487 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
488 * 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
489 * 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
491 * 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
492 * 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
493 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
494 */ 395 */
495 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
496 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
497 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
498 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
499 && (tmp->type != BOW) 400 && (tmp->type != BOW)
500 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
501 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
502 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
503 // we special case floor here because there 404 // we special case floor here because there
504 // are sometimes spell effect floors 405 // are sometimes spell effect floors
505 // which are used to inflict damage 406 // which are used to inflict damage
506 // (and those shouldn't go away from 407 // (and those shouldn't go away from
507 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
508 && (immune_stop & AT_MAGIC)) 409 && (immune_stop & AT_MAGIC))
509 return 0; 410 return 0;
510 411
511 /* This is to prevent 'out of control' spells. Basically, this
512 * limits one spell effect per space per spell. This is definately
513 * needed for performance reasons, and just for playability I believe.
514 * there are no such things as multispaced spells right now, so
515 * we don't need to worry about the head.
516 */
517 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
518 return 0;
519
520 /*
521 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons.
524 */
525 if (tmp->arch == op->arch
526 && tmp->type == op->type 412 if (tmp->type == op->type)
527 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 { 413 {
531 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
532 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
533 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)
534 return 0; 446 return 0;
535 } 447 }
536 448
537 /* 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
538 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
539 */ 451 */
554 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
555 */ 467 */
556int 468int
557fire_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)
558{ 470{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
564 return 0; 472 return 0;
565 473
566 m = op->map; 474 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 475
573 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 477 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 478
585 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);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* 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 */
588 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 485 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 486 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
600 489
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
605 return 0; 493 return 0;
606 } 494
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
608 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
609 497
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 499 move_spell_effect (tmp);
612 500
613 return 1; 501 return 1;
614} 502}
615 503
620 ****************************************************************************/ 508 ****************************************************************************/
621void 509void
622regenerate_rod (object *rod) 510regenerate_rod (object *rod)
623{ 511{
624 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
625 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);
626} 514}
627 515
628void 516void
629drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
630{ 518{
650 { 538 {
651 tmp = op->owner; 539 tmp = op->owner;
652 /* 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
653 * to the caster. 541 * to the caster.
654 */ 542 */
655 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
656 tmp = op; 544 tmp = op;
657 } 545 }
658 else 546 else
659 { 547 {
660 maptile *m = op->map; 548 maptile *m = op->map;
670 if (!tmp) 558 if (!tmp)
671 tmp = op->ms ().player (); 559 tmp = op->ms ().player ();
672 560
673 return tmp; 561 return tmp;
674} 562}
675
676
677 563
678/* raytrace: 564/* raytrace:
679 * 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
680 * 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
681 * live objects. 567 * live objects.
684 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
685 * 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
686 * any, otherwise -1. 572 * any, otherwise -1.
687 * 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.
688 */ 574 */
689
690int 575int
691spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
692{ 577{
693 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
694 sint16 nx, ny; 579 sint16 nx, ny;
711 continue; 596 continue;
712 597
713 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
714 599
715 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
716 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
717 (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))))
718 tmp = tmp->above; 603 tmp = tmp->above;
719 604
720 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
721 return freedir[i]; 606 return freedir[i];
725 610
726/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
727 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
728 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
729 */ 614 */
730void 615static void
731put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
732{ 617{
733 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
734 archetype *at; 619 archetype *at;
735 int dir; 620 int dir;
750 * insert multipart monsters properly 635 * insert multipart monsters properly
751 */ 636 */
752 //TODO: use expand_tail + ... 637 //TODO: use expand_tail + ...
753 while (at != NULL) 638 while (at != NULL)
754 { 639 {
755 tmp = arch_to_object (at); 640 tmp = at->instance ();
756 tmp->x = op->x + freearr_x[dir] + at->x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
757 tmp->y = op->y + freearr_y[dir] + at->y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
758 tmp->map = op->map; 643 tmp->map = op->map;
759 if (head) 644 if (head)
760 { 645 {
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775 660
776 insert_ob_in_map (head, op->map, op, 0); 661 insert_ob_in_map (head, op->map, op, 0);
777 662
778 /* thought it'd be cool to insert a burnout, too. */ 663 /* thought it'd be cool to insert a burnout, too. */
779 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);
780 } 665 }
781} 666}
782 667
783/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
784 * places them in nearby squares. 669 * places them in nearby squares.
791 * 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
792 * 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
793 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
794 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
795 */ 680 */
796
797int 681int
798summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
799{ 683{
800 int i; 684 int i;
801 685
866 { 750 {
867 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
868 } 752 }
869} 753}
870 754
871
872/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
873 * at casting a prayer. 756 * at casting a prayer.
874 * op is the player. 757 * op is the player.
875 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
876 * 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.
877 */ 760 */
878 761
879void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
880prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
881{ 766{
882 const char *godname; 767 const char *godname;
883 object *tmp; 768 object *tmp;
884 769
885 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
886 godname = "Your spirit"; 771 godname = "Your spirit";
887 772
888 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
889 { 774 {
890 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);
891 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
892 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
893 tmp->destroy (); 778 tmp->destroy ();
894 } 779 }
895 780
896 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
897 { 782 {
898 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
899 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
900 } 785 }
901 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
902 { 787 {
903 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
904 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
905 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
906 } 792 }
907 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
908 { 794 {
909 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
910 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
911 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
912 } 798 }
913} 799}
914 800
915/* 801/*
916 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
917 * of failure badness. 803 * of failure badness.
918 * op is the player that failed. 804 * op is the player that failed.
919 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
920 * 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.
921 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
922 */ 808 */
923
924void 809void
925spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
926{ 811{
927 object *tmp; 812 object *tmp;
928 813
929 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
930 return; 815 return;
931 816
932 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
933 { 818 {
934 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
935 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
936 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
937 tmp->destroy (); 822 tmp->destroy ();
938 } 823 }
939 824
940 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
941 { 826 {
942 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!");
943 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
944 } 829 }
945 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
946 { 831 {
947 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
948 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
949 } 834 }
950 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
951 { 836 {
952 object *tmp; 837 object *tmp;
953 838
954 /* 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 */
955 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)
956 { 841 {
957 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!");
958 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
959 844
960 } 845 }
961 else 846 else
962 { 847 {
963 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!");
964 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
965 tmp->level = skill->level; 850 tmp->level = skill->level;
966 851
967 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
968 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
969 854
977 tmp->insert_at (op); 862 tmp->insert_at (op);
978 } 863 }
979 } 864 }
980} 865}
981 866
982int 867static int
983cast_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)
984{ 869{
985 int success;
986 object *spell;
987
988 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
989 { 871 {
990 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
991 return 0; 873 return 0;
992 } 874 }
993 875
994 spell = arch_to_object (spell_ob->other_arch); 876 object *spell = spell_ob->other_arch->instance ();
995 877
996 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
997 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
998 880
999 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
1000 { 882 {
1001 spell->remove (); 883 spell->remove ();
1002 return success; 884 return success;
1003 } 885 }
1004 886
1005 for_all_players (pl) 887 for_all_players (pl)
1006 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1008 892
1009 spell->remove (); 893 spell->remove ();
1010 return success; 894 return success;
1011} 895}
1012 896
1018 * same as op. 902 * same as op.
1019 * 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
1020 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
1021 * 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,
1022 * we can determine what to do. 906 * we can determine what to do.
1023 * 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
1024 * 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
1025 * 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,
1026 * etc. 910 * etc.
1027 * 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
1028 * 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
1036 * 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),
1037 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1038 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1039 */ 923 */
1040int 924int
1041cast_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)
1042{ 926{
1043 const char *godname; 927 const char *godname;
1044 int success = 0, cast_level = 0; 928 int success = 0;
1045 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
1046 933
1047 if (!spell_ob) 934 if (!spell_ob)
1048 { 935 {
1049 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1050 return 0; 937 return 0;
1061 } 948 }
1062 949
1063 /* 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
1064 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1065 */ 952 */
1066 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])
1067 { 954 {
1068 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
1069 return 0; 956 return 0;
1070 } 957 }
958
959 object *skill = 0;
1071 960
1072 /* 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
1073 * (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
1074 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1075 * 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
1076 * should take care of that. 965 * should take care of that.
1077 * 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
1078 * 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
1079 * at least process that code. 968 * at least process that code.
1080 */ 969 */
1081 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1082 { 971 {
1083 cast_level = caster_level (caster, spell_ob);
1084
1085 if (spell_ob->skill) 972 if (spell_ob->skill)
1086 { 973 {
1087 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
1088 975
1089 if (!skill) 976 if (!skill)
1090 { 977 {
1091 op->failmsg (format ("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);
1092 return 0; 982 return 0;
1093 } 983 }
1094 984
1095 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)
1096 { 990 {
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 {
1097 op->failmsg ("You lack enough skill to cast that spell!"); 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 ())
1098 return 0; 1007 return 0;
1099 } 1008 }
1100 } 1009 }
1101 1010
1102 /* 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
1103 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1104 */ 1013 */
1105 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1106 { 1015 {
1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1108 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)
1109 { 1018 {
1110 op->failmsg ("You don't have enough mana!"); 1019 op->failmsg ("You don't have enough mana!");
1118 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)
1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1120 else 1029 else
1121 { 1030 {
1122 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);
1123 op->failmsg (format ("%s ignores your prayer.", godname)); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1124 return 0; 1033 return 0;
1125 } 1034 }
1126 } 1035 }
1127 1036
1128 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1129 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) <
1130 (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]))
1131 { 1040 {
1132 op->contr->play_sound (sound_find ("fumble_spell")); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1133 op->failmsg ("You fumble the prayer."); 1042 op->failmsg ("You fumble the prayer.");
1134 1043
1135 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);
1158 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1159 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1160 * doing. 1069 * doing.
1161 */ 1070 */
1162 1071
1163 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 :-)!
1164 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1165 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1166 return 0; 1076 return 0;
1167 } 1077 }
1168 1078
1169 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1170 && (caster->type != POTION) 1080 && (caster->type != POTION)
1171 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1172 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1173 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1174 && (((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)))
1175 { 1085 {
1176 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1177 return 0; 1087 return 0;
1178 1088
1179 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1181 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1182 { 1092 {
1183 if (item->type == SPELL) 1093 if (item->type == SPELL)
1184 op->failmsg ("Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1185 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1191 op->failmsg ("Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1192 1102
1193 return 0; 1103 return 0;
1194 } 1104 }
1195 1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1196 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1197 * 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
1198 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1199 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1200 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1201 * the player any time. 1114 * the player any time.
1202 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1203 */ 1116 */
1204 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1205 { 1118 {
1206 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;
1207 /* 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
1208 * 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
1209 */ 1122 */
1210 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)
1211 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;
1212 } 1125 }
1213 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)
1214 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1215 1128
1216 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1217 { 1130 {
1218 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);
1219 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);
1224 * object requires. 1137 * object requires.
1225 */ 1138 */
1226 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1227 { 1140 {
1228 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1229 if (!skill) 1143 if (!skill)
1230 { 1144 {
1231 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1232 return 0; 1146 return 0;
1233 } 1147 }
1234
1235 op->change_skill (skill); /* needed for proper exp credit */
1236 } 1148 }
1237 1149
1238 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1239 return RESULT_INT (0); 1151 return RESULT_INT (0);
1240 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;
1159
1241 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1242 { 1161 {
1243 /* 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
1244 * in in spells.h. 1163 * in spells.h.
1245 */ 1164 */
1246 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1247 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1248 break; 1167 break;
1249 1168
1250 case SP_RUNE: 1169 case SP_RUNE:
1251 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1252 break; 1171 break;
1253 1172
1254 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1255 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1256 break; 1175 break;
1257 1176
1258 case SP_BOLT: 1177 case SP_BOLT:
1259 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1260 break; 1179 break;
1278 case SP_SMITE: 1197 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break; 1199 break;
1281 1200
1282 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1283 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);
1284 break; 1203 break;
1285 1204
1286 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1288 break; 1207 break;
1289 1208
1290 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1291 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1292 * moved. 1211 * moved.
1293 */ 1212 */
1294 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1295 break; 1214 break;
1296 1215
1297 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1298 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1299 { 1218 {
1332 case SP_HEALING: 1251 case SP_HEALING:
1333 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1334 break; 1253 break;
1335 1254
1336 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1337 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1338 break; 1257 break;
1339 1258
1340 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1341 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1342 break; 1261 break;
1352 case SP_CURSE: 1271 case SP_CURSE:
1353 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1354 break; 1273 break;
1355 1274
1356 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1357 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1358 break; 1277 break;
1359 1278
1360 case SP_CHARGING: 1279 case SP_CHARGING:
1361 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1362 break; 1281 break;
1395 break; 1314 break;
1396 1315
1397 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1398 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)
1399 { 1318 {
1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1401 success = 0; 1320 success = 0;
1402 } 1321 }
1403 else 1322 else
1404 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);
1405 break; 1324 break;
1406 1325
1407 case SP_SWARM: 1326 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1409 break; 1328 break;
1416 /* in rune.c */ 1335 /* in rune.c */
1417 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1418 break; 1337 break;
1419 1338
1420 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1421 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1422 break; 1341 break;
1423 1342
1424 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1425 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1426 break; 1345 break;
1448 case SP_AURA: 1367 case SP_AURA:
1449 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1450 break; 1369 break;
1451 1370
1452 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1453 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1454 break; 1373 break;
1455 1374
1456 default: 1375 default:
1457 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);
1458 } 1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1459 1381
1460 op->play_sound ( 1382 op->play_sound (
1461 success 1383 success
1462 ? spell_ob->sound 1384 ? spell_ob->sound
1463 ? spell_ob->sound 1385 ? spell_ob->sound
1517 move_aura (op); 1439 move_aura (op);
1518 break; 1440 break;
1519 } 1441 }
1520} 1442}
1521 1443
1522/* this checks to see if something special should happen if
1523 * something runs into the object.
1524 */
1525void
1526check_spell_effect (object *op)
1527{
1528 switch (op->subtype)
1529 {
1530 case SP_BOLT:
1531 move_bolt (op);
1532 return;
1533
1534 case SP_BULLET:
1535 check_bullet (op);
1536 return;
1537 }
1538}
1539
1540/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1541 * 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
1542 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1543 * objects of the appropraite type. 1447 * objects of the appropriate type.
1544 */ 1448 */
1545void 1449void
1546apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1547{ 1451{
1548 switch (spell->subtype) 1452 switch (spell->subtype)
1549 { 1453 {
1550 case SP_CONE: 1454 case SP_CONE:
1551 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1552 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1553 break; 1457 break;
1554 1458
1555 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1557 { 1461 {
1558 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1559
1560 if (!spell->destroyed ())
1561 spell->destroy (); 1463 spell->destroy ();
1562 } 1464 }
1563 break; 1465 break;
1564 1466
1565 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1566 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1567 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1568 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1569 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1570 break;
1571 }
1572}
1573 1472
1473 break;
1474 }
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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