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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.98 by root, Sun Oct 4 19:49:12 2009 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 <support@deliantra.net> 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>
82 */ 83 */
83void 84void
84spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85{ 86{
86 if (spob->other_arch) 87 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
88} 89}
89 90
90static int 91static int
91attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
92{ 93{
148 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
149 150
150 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
151 { 152 {
152 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 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));
155 }
156 else 155 else
157 sp = spell->stats.sp; 156 sp = spell->stats.sp;
158 157
159 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
161 sp = 1; 160 sp = 1;
162 161
163 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 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));
166 }
167 else 164 else
168 grace = spell->stats.grace; 165 grace = spell->stats.grace;
169 166
170 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
172 grace = 1; 169 grace = 1;
173 } 170 }
174 else 171 else
175 { 172 {
181 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
182 grace = 1; 179 grace = 1;
183 } 180 }
184 181
185 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 183 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
188 return grace; 185 return grace;
189 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
190 return sp; 187 return sp;
191 else 188 else
258 return spop; 255 return spop;
259 256
260 return 0; 257 return 0;
261} 258}
262 259
263/* 260/*
264 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
265 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
266 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
267 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
268 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
269 * exact match, we also return NULL. 266 * exact match, we also return NULL.
270 */ 267 */
271object * 268object *
272lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
273{ 270{
274 object *spob1 = 0, *spob2 = 0; 271 if (shstr_cmp name = prefix)
275 int nummatch = 0; 272 {
276 273 // case 1, match spell name exactly
277 if (!spname)
278 return 0;
279
280 /* Try to find the spell. We store the results in spob1
281 * and spob2 - spob1 is only taking the length of
282 * the past spname, spob2 uses the length of the spell name.
283 */
284 for (object *spob = op->inv; spob; spob = spob->below) 274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
285 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
286 if (spob->type == SPELL) 284 if (spob->type == SPELL
287 { 285 && spob->name.length () < len
288 // TODO: WTF? 286 && prefix [spob->name.length ()] <= ' '
289 if (!strncmp (spob->name, spname, strlen (spname))) 287 && !memcmp (prefix, spob->name, spob->name.length ()))
290 {
291 nummatch++;
292 spob1 = spob;
293 }
294 else if (!strncmp (spob->name, spname, strlen (spob->name)))
295 {
296 /* if spells have ambiguous names, it makes matching
297 * really difficult. (eg, fire and fireball would
298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion.
300 */
301 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
304 spob2 = spob;
305 }
306 }
307 }
308 /* if we have best match, return it. Otherwise, if we have one match
309 * on the loser match, return that, otehrwise null
310 */
311 if (spob2)
312 return spob2; 288 return spob;
289 }
313 290
314 if (spob1 && nummatch == 1)
315 return spob1;
316
317 return NULL; 291 return 0;
318} 292}
319 293
320/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
321 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
322 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
329{ 303{
330 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
331 return 0; 305 return 0;
332 306
333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
335 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
336 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
337 return 1; 311 return 1;
338 312
339 return 0; 313 return 0;
340} 314}
341 315
342/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
343 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
344 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
345 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
346 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
347 * in. 321 * destroys the object is unsuccessful.
348 */ 322 */
349int 323bool
350cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
351{ 325{
352 maptile *m; 326 mapxy pos (op);
353 sint16 sx, sy; 327 pos.move (dir);
354 328
355 if (dir && 329 if (!pos.normalise ()
356 ((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
357 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
358 { 332 )
359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
361 dir = 0;
362 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
363 338
364 SET_FLAG (new_op, FLAG_IDENTIFIED); 339 new_op->set_flag (FLAG_IDENTIFIED);
365 op->map->insert (new_op,
366 op->x + freearr_x[dir], op->y + freearr_y[dir],
367 op,
368 dir ? 0 : INS_BELOW_ORIGINATOR);
369 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
370 return dir; 343 return 1;
371} 344}
372 345
373static bool 346static bool
374mergable_owner (object *o1, object *o2) 347mergable_owner (object *o1, object *o2)
375{ 348{
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 return 0; 381 return 0;
409 382
410 int max_effects = 5; // max. number of similar spells per mapspace 383 int max_effects = 5; // max. number of similar spells per mapspace
411 384
412 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
413 { 386 {
414 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
415 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
416 * 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
417 * 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
419 * 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
420 * 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
421 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
422 */ 395 */
423 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
424 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
425 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
426 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
427 && (tmp->type != BOW) 400 && (tmp->type != BOW)
428 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
429 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
430 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
431 // we special case floor here because there 404 // we special case floor here because there
432 // are sometimes spell effect floors 405 // are sometimes spell effect floors
433 // which are used to inflict damage 406 // which are used to inflict damage
434 // (and those shouldn't go away from 407 // (and those shouldn't go away from
435 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
517 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
518 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
519 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
520 return 0; 493 return 0;
521 494
522 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
523 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
524 497
525 if ((tmp = op->map->insert (tmp, x, y, op))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
526 move_spell_effect (tmp); 499 move_spell_effect (tmp);
527 500
535 ****************************************************************************/ 508 ****************************************************************************/
536void 509void
537regenerate_rod (object *rod) 510regenerate_rod (object *rod)
538{ 511{
539 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
540 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);
541} 514}
542 515
543void 516void
544drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
545{ 518{
565 { 538 {
566 tmp = op->owner; 539 tmp = op->owner;
567 /* 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
568 * to the caster. 541 * to the caster.
569 */ 542 */
570 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
571 tmp = op; 544 tmp = op;
572 } 545 }
573 else 546 else
574 { 547 {
575 maptile *m = op->map; 548 maptile *m = op->map;
623 continue; 596 continue;
624 597
625 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
626 599
627 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
628 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
629 (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))))
630 tmp = tmp->above; 603 tmp = tmp->above;
631 604
632 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
633 return freedir[i]; 606 return freedir[i];
637 610
638/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
639 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
640 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
641 */ 614 */
642void 615static void
643put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
644{ 617{
645 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
646 archetype *at; 619 archetype *at;
647 int dir; 620 int dir;
662 * insert multipart monsters properly 635 * insert multipart monsters properly
663 */ 636 */
664 //TODO: use expand_tail + ... 637 //TODO: use expand_tail + ...
665 while (at != NULL) 638 while (at != NULL)
666 { 639 {
667 tmp = arch_to_object (at); 640 tmp = at->instance ();
668 tmp->x = op->x + freearr_x[dir] + at->x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
669 tmp->y = op->y + freearr_y[dir] + at->y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
670 tmp->map = op->map; 643 tmp->map = op->map;
671 if (head) 644 if (head)
672 { 645 {
783 * at casting a prayer. 756 * at casting a prayer.
784 * op is the player. 757 * op is the player.
785 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
786 * 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.
787 */ 760 */
788void 761
762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
789prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
790{ 766{
791 const char *godname; 767 const char *godname;
792 object *tmp; 768 object *tmp;
793 769
794 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
795 godname = "Your spirit"; 771 godname = "Your spirit";
796 772
797 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
798 { 774 {
799 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);
800 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
801 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
802 tmp->destroy (); 778 tmp->destroy ();
803 } 779 }
804 780
805 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
806 { 782 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
808 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
809 } 785 }
810 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
811 { 787 {
812 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
813 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
814 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
815 } 792 }
816 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
817 { 794 {
818 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
819 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
820 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
821 } 798 }
822} 799}
823 800
824/* 801/*
825 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
826 * of failure badness. 803 * of failure badness.
827 * op is the player that failed. 804 * op is the player that failed.
828 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
829 * 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.
830 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
831 */ 808 */
832
833void 809void
834spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
835{ 811{
836 object *tmp; 812 object *tmp;
837 813
838 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
839 return; 815 return;
840 816
841 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
842 { 818 {
843 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
844 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
845 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
846 tmp->destroy (); 822 tmp->destroy ();
847 } 823 }
848 824
849 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
850 { 826 {
851 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!");
852 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
853 } 829 }
854 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
855 { 831 {
856 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
857 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
858 } 834 }
859 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
860 { 836 {
861 object *tmp; 837 object *tmp;
862 838
863 /* 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 */
864 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)
865 { 841 {
866 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!");
867 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
868 844
869 } 845 }
870 else 846 else
871 { 847 {
872 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!");
873 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
874 tmp->level = skill->level; 850 tmp->level = skill->level;
875 851
876 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
877 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
878 854
886 tmp->insert_at (op); 862 tmp->insert_at (op);
887 } 863 }
888 } 864 }
889} 865}
890 866
891int 867static int
892cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
893{ 869{
894 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
895 { 871 {
896 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
897 return 0; 873 return 0;
898 } 874 }
899 875
900 object *spell = arch_to_object (spell_ob->other_arch); 876 object *spell = spell_ob->other_arch->instance ();
901 877
902 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
903 int success = cast_spell (op, caster, dir, spell, spellparam); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
904 880
905 if (!op->contr || !op->contr->party) 881 if (!op->contr || !op->contr->party)
948int 924int
949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
950{ 926{
951 const char *godname; 927 const char *godname;
952 int success = 0; 928 int success = 0;
953 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
954 933
955 if (!spell_ob) 934 if (!spell_ob)
956 { 935 {
957 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
958 return 0; 937 return 0;
969 } 948 }
970 949
971 /* 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
972 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
973 */ 952 */
974 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])
975 { 954 {
976 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
977 return 0; 956 return 0;
978 } 957 }
958
959 object *skill = 0;
979 960
980 /* 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
981 * (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
982 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
983 * 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
984 * should take care of that. 965 * should take care of that.
985 * 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
986 * 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
987 * at least process that code. 968 * at least process that code.
988 */ 969 */
992 { 973 {
993 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
994 975
995 if (!skill) 976 if (!skill)
996 { 977 {
997 op->failmsg (format ("You need the skill %s to cast %s! " 978 op->failmsgf ("You need the %s skill to cast %s! "
998 "H<You either need to learn the skill via a skill scroll " 979 "H<You either need to learn the skill via a skill scroll "
999 "or you need to wear a talisman or holy symbol.>", 980 "or you need to wear a talisman, holy symbol or another skill tool.>",
1000 &spell_ob->skill, &spell_ob->name)); 981 &spell_ob->skill, &spell_ob->name);
1001 return 0; 982 return 0;
1002 } 983 }
1003 984
1004 const char *msg = ""; 985 const char *msg = "";
1005 986
1006 int caster_level = skill->level; 987 int caster_level = skill->level;
1017 msg = " (repelled)"; 998 msg = " (repelled)";
1018 } 999 }
1019 1000
1020 if (spell_ob->level > caster_level) 1001 if (spell_ob->level > caster_level)
1021 { 1002 {
1022 op->failmsg (format ("You lack enough skill to cast that spell! " 1003 op->failmsgf ("You lack enough skill to cast that spell! "
1023 "H<Your effective cast level is %d%s, but level %d is required.>", 1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1024 caster_level, msg, spell_ob->level)); 1005 caster_level, msg, spell_ob->level);
1025 if (!op->is_wiz ()) 1006 if (!op->is_wiz ())
1026 return 0; 1007 return 0;
1027 } 1008 }
1028 } 1009 }
1029 1010
1030 /* 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
1031 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1032 */ 1013 */
1033 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1014 if (!op->flag [FLAG_WIZCAST])
1034 { 1015 {
1035 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1036 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)
1037 { 1018 {
1038 op->failmsg ("You don't have enough mana!"); 1019 op->failmsg ("You don't have enough mana!");
1046 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)
1047 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));
1048 else 1029 else
1049 { 1030 {
1050 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);
1051 op->failmsg (format ("%s ignores your prayer.", godname)); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1052 return 0; 1033 return 0;
1053 } 1034 }
1054 } 1035 }
1055 1036
1056 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1057 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) <
1058 (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]))
1059 { 1040 {
1060 op->contr->play_sound (sound_find ("fumble_spell")); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1061 op->failmsg ("You fumble the prayer."); 1042 op->failmsg ("You fumble the prayer.");
1062 1043
1063 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);
1086 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1087 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1088 * doing. 1069 * doing.
1089 */ 1070 */
1090 1071
1091 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 :-)!
1092 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1093 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!");
1094 return 0; 1076 return 0;
1095 } 1077 }
1096 1078
1097 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1098 && (caster->type != POTION) 1080 && (caster->type != POTION)
1099 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1100 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1101 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1102 && (((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)))
1103 { 1085 {
1104 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1105 return 0; 1087 return 0;
1106 1088
1107 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1108 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1109 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1110 { 1092 {
1111 if (item->type == SPELL) 1093 if (item->type == SPELL)
1112 op->failmsg ("Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1113 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1119 op->failmsg ("Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1120 1102
1121 return 0; 1103 return 0;
1122 } 1104 }
1123 1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1124 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1125 * 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
1126 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1127 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1128 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1129 * the player any time. 1114 * the player any time.
1130 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1131 */ 1116 */
1132 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1133 { 1118 {
1134 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;
1135 /* 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
1136 * 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
1137 */ 1122 */
1138 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)
1139 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;
1140 } 1125 }
1141 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)
1142 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1143 1128
1144 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1145 { 1130 {
1146 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);
1147 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);
1152 * object requires. 1137 * object requires.
1153 */ 1138 */
1154 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1155 { 1140 {
1156 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1157 if (!skill) 1143 if (!skill)
1158 { 1144 {
1159 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));
1160 return 0; 1146 return 0;
1161 } 1147 }
1162
1163 op->change_skill (skill); /* needed for proper exp credit */
1164 } 1148 }
1165 1149
1166 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1167 return RESULT_INT (0); 1151 return RESULT_INT (0);
1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1168 1159
1169 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1170 { 1161 {
1171 /* 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
1172 * in spells.h. 1163 * in spells.h.
1323 break; 1314 break;
1324 1315
1325 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1326 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)
1327 { 1318 {
1328 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);
1329 success = 0; 1320 success = 0;
1330 } 1321 }
1331 else 1322 else
1332 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1333 break; 1324 break;
1382 break; 1373 break;
1383 1374
1384 default: 1375 default:
1385 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);
1386 } 1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1387 1381
1388 op->play_sound ( 1382 op->play_sound (
1389 success 1383 success
1390 ? spell_ob->sound 1384 ? spell_ob->sound
1391 ? spell_ob->sound 1385 ? spell_ob->sound
1445 move_aura (op); 1439 move_aura (op);
1446 break; 1440 break;
1447 } 1441 }
1448} 1442}
1449 1443
1450/* this checks to see if something special should happen if
1451 * something runs into the object.
1452 */
1453void
1454check_spell_effect (object *op)
1455{
1456 switch (op->subtype)
1457 {
1458 case SP_BOLT:
1459 move_bolt (op);
1460 return;
1461
1462 case SP_BULLET:
1463 check_bullet (op);
1464 return;
1465 }
1466}
1467
1468/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1469 * 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
1470 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1471 * objects of the appropriate type. 1447 * objects of the appropriate type.
1472 */ 1448 */
1474apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1475{ 1451{
1476 switch (spell->subtype) 1452 switch (spell->subtype)
1477 { 1453 {
1478 case SP_CONE: 1454 case SP_CONE:
1479 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1480 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1481 break; 1457 break;
1482 1458
1483 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1485 { 1461 {
1486 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1487 spell->destroy (); 1463 spell->destroy ();
1488 } 1464 }
1489 break; 1465 break;
1490 1466
1491 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1492 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1493 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1494 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1495 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1496 1472
1497 break; 1473 break;
1498 } 1474 }
1499} 1475}
1503 * the victim with a specific maximum level. 1479 * the victim with a specific maximum level.
1504 */ 1480 */
1505void 1481void
1506create_exploding_ball_at (object *victim, int level) 1482create_exploding_ball_at (object *victim, int level)
1507{ 1483{
1508 object *ball = get_archetype (EXPLODING_FIREBALL); 1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1509 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1510 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; 1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1511 ball->insert_at (victim); 1487 ball->insert_at (victim);
1512} 1488}

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