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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.24 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.127 by root, Sun Nov 25 14:59:25 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <sounds.h> 30#include <sounds.h>
33 31
34extern char *spell_mapping[]; 32extern char *spell_mapping[];
35 33
36/* 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
37 * 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
38 * matching spells are used. 36 * matching spells are used.
39 */ 37 */
40object * 38object *
41find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 40{
43 int k = 0, s; 41 int k = 0, s;
44 object *tmp;
45 42
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 45 k++;
49 46
50 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
51 if (!k) 48 if (!k)
52 return NULL; 49 return NULL;
53 50
54 s = RANDOM () % k; 51 s = rndm (k);
55 52
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 55 if (!s)
60 return tmp; 56 return tmp;
61 else 57 else
62 s--; 58 s--;
63 } 59
64 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
65 return NULL; 61 return 0;
66} 62}
67 63
68/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 76 dest->skill = spob->skill;
81 else 77 else
82 dest->skill = caster->skill; 78 dest->skill = caster->skill;
83} 79}
84 80
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
154 * 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
155 */ 83 */
156
157void 84void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 86{
160
161 if (spob->other_arch != NULL) 87 if (spob->other_arch)
162 { 88 map->insert (spob->other_arch->instance (), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 89}
171 90
172/* 91static int
173 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 93{
185 int new_level; 94 // compute the attuned/repelled bonus
186 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
188 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 99}
195
196 100
197/* This function returns the effective level the spell 101/* This function returns the effective level the spell
198 * is being cast at. 102 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 103 */
203
204int 104int
205caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
206{ 106{
207 int level = caster->level; 107 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 108
218 /* 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. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 111 {
221 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);
222 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
223 114
224 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
225 } 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;
226 120
227 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 122
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);
229 128
230 /* 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
231 * errors in various places. 130 * errors in various places.
232 */ 131 */
233 if (level < 1) 132 return clamp (level, 1, settings.max_level);
234 level = 1;
235
236 return level;
237} 133}
238 134
239/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 142 * spell is the spell object.
247 * 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
248 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
249 */ 145 */
250
251sint16 146sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 148{
254 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
255 150
256 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
257 { 152 {
258 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
259 {
260 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));
261 }
262 else 155 else
263 sp = spell->stats.sp; 156 sp = spell->stats.sp;
264 157
265 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
266 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
267 sp = 1; 160 sp = 1;
268 161
269 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
270 {
271 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));
272 }
273 else 164 else
274 grace = spell->stats.grace; 165 grace = spell->stats.grace;
275 166
276 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
277 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
278 grace = 1; 169 grace = 1;
279 } 170 }
280 else 171 else
281 { 172 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
284 sp = 1; 175 sp = 1;
176
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
287 grace = 1; 179 grace = 1;
288 } 180 }
181
289 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 183 return max (sp, grace);
291 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
292 return grace; 185 return grace;
293 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
294 return sp; 187 return sp;
295 else 188 else
297 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);
298 return 0; 191 return 0;
299 } 192 }
300} 193}
301 194
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}
302 205
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
305 */ 208 */
306int 209int
307SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
308{ 211{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 216}
320 217
321/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
324 */ 221 */
325int 222int
326SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
327{ 224{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 229}
340 230
341/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
344 */ 234 */
345int 235int
346SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
347{ 237{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 238 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 242}
360 243
361/* 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
362 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
363 * 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.
364 */ 247 */
365object * 248object *
366check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
367{ 250{
368 object *spop; 251 object *spop;
369 252
370 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
372 return spop; 255 return spop;
373 256
374 return NULL; 257 return 0;
375} 258}
376 259
377 260/*
378/*
379 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 266 * exact match, we also return NULL.
385 */ 267 */
386
387object * 268object *
388lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
389{ 270{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
391 int nummatch = 0; 272 {
392 273 // case 1, match spell name exactly
393 if (spname == NULL)
394 return NULL;
395
396 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name.
399 */
400 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;
401 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
402 if (spob->type == SPELL) 284 if (spob->type == SPELL
403 { 285 && spob->name.length () < len
404 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
405 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
406 nummatch++;
407 spob1 = spob;
408 }
409 else if (!strncmp (spob->name, spname, strlen (spob->name)))
410 {
411 /* if spells have ambiguous names, it makes matching
412 * really difficult. (eg, fire and fireball would
413 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion.
415 */
416 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
418 spob2 = spob;
419 }
420 }
421 }
422 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null
424 */
425 if (spob2)
426 return spob2; 288 return spob;
427 if (spob1 && nummatch == 1) 289 }
428 return spob1; 290
429 return NULL; 291 return 0;
430} 292}
431 293
432/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
434 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
437 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
438 */ 300 */
439int 301int
440reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
441{ 303{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 305 return 0;
306
446 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)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
449 || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here?
450 // most spells use subtypes for bolts today...
451 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 311 return 1;
453 312
454 return 0; 313 return 0;
455} 314}
456 315
457/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
458 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
459 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
460 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
461 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
462 * in. 321 * destroys the object is unsuccessful.
463 */ 322 */
464int 323bool
465cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
466{ 325{
467 maptile *m; 326 mapxy pos (op);
468 sint16 sx, sy; 327 pos.move (dir);
469 328
470 if (dir && 329 if (!pos.normalise ()
471 ((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
472 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
473 { 332 )
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
475 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0;
477 } 333 {
478 new_op->x = op->x + freearr_x[dir]; 334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
479 new_op->y = op->y + freearr_y[dir]; 335 new_op->destroy ();
480 if (dir == 0) 336 return 0;
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 337 }
482 else 338
483 insert_ob_in_map (new_op, op->map, op, 0); 339 new_op->set_flag (FLAG_IDENTIFIED);
340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
484 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;
485} 362}
486 363
487/* 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.
488 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
489 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
490 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
491 * 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
492 * 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.
493 * 370 */
494 */
495
496int 371int
497ok_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)
498{ 373{
499 object *tmp; 374 if (!xy_normalise (m, x, y))
500 int mflags;
501 maptile *mp;
502
503 mp = m;
504 mflags = get_map_flags (m, &mp, x, y, &x, &y);
505
506 if (mflags & P_OUT_OF_MAP)
507 return 0; 375 return 0;
508 376
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 377 mapspace &ms = m->at (x, y);
378 ms.update ();
379
380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 381 return 0;
511 382
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 383 int max_effects = 5; // max. number of similar spells per mapspace
384
385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
513 { 386 {
514 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
516 * 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
517 * 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
518 * resources, and may not work as well if a player is standing 391 * resources, and may not work as well if a player is standing
519 * 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
520 * 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
521 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
522 */ 395 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 396 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 397 && !tmp->flag [FLAG_MONSTER]
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 398 && (tmp->type != PLAYER)
399 && (tmp->type != WEAPON)
400 && (tmp->type != BOW)
401 && (tmp->type != ARROW)
402 && (tmp->type != GOLEM)
403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
404 // we special case floor here because there
405 // are sometimes spell effect floors
406 // which are used to inflict damage
407 // (and those shouldn't go away from
408 // sanctuary) see also: permanent lava
409 && (immune_stop & AT_MAGIC))
526 return 0; 410 return 0;
527 411
528 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe.
531 * there are no such things as multispaced spells right now, so
532 * we don't need to worry about the head.
533 */
534 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
535 return 0;
536
537 /*
538 * Combine similar spell effects into one spell effect. Needed for
539 * performance reasons with meteor swarm and the like, but also for
540 * playability reasons.
541 */
542 if (tmp->arch == op->arch
543 && tmp->type == op->type 412 if (tmp->type == op->type)
544 && tmp->subtype == op->subtype
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 413 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
548 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
549 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)
550 return 0; 446 return 0;
551 } 447 }
552 448
553 /* 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
554 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
555 */ 451 */
556 } 452 }
453
557 /* If it passes the above tests, it must be OK */ 454 /* If it passes the above tests, it must be OK */
558 return 1; 455 return 1;
559} 456}
560 457
561/* fire_arch_from_position: fires an archetype. 458/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 463 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 464 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 465 * to fire.
569 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
570 */ 467 */
571
572int 468int
573fire_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)
574{ 470{
575 object *tmp;
576 int mflags;
577 maptile *m;
578
579 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
580 return 0; 472 return 0;
581 473
582 m = op->map; 474 object *tmp = spell->other_arch->instance ();
583 mflags = get_map_flags (m, &m, x, y, &x, &y);
584 if (mflags & P_OUT_OF_MAP)
585 {
586 return 0;
587 }
588 475
589 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
590
591 if (tmp == NULL)
592 return 0; 477 return 0;
593
594 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
595 {
596 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
597 tmp->destroy ();
598 return 0;
599 }
600 478
601 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);
602 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603 /* 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 */
604 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
605 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
607 tmp->x = x;
608 tmp->y = y;
609 tmp->direction = dir; 485 tmp->direction = dir;
610 if (op->owner != NULL)
611 tmp->set_owner (op); 486 tmp->set_owner (op);
612 else
613 tmp->set_owner (op);
614 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
615 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
616 489
617 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619 {
620 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
621 return 0; 493 return 0;
622 } 494
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
624 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
625 497
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
627 return 1;
628
629 move_spell_effect (tmp); 499 move_spell_effect (tmp);
630 500
631 return 1; 501 return 1;
632} 502}
633
634
635 503
636/***************************************************************************** 504/*****************************************************************************
637 * 505 *
638 * Code related to rods - perhaps better located in another file? 506 * Code related to rods - perhaps better located in another file?
639 * 507 *
640 ****************************************************************************/ 508 ****************************************************************************/
641
642void 509void
643regenerate_rod (object *rod) 510regenerate_rod (object *rod)
644{ 511{
645 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
646 { 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
647 rod->stats.hp += 1 + rod->stats.maxhp / 10;
648
649 if (rod->stats.hp > rod->stats.maxhp)
650 rod->stats.hp = rod->stats.maxhp;
651 }
652} 514}
653
654 515
655void 516void
656drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
657{ 518{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 519 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 520}
660
661
662
663 521
664/* this function is commonly used to find a friendly target for 522/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 523 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 524 * op is what is looking for the target (which can be a player),
667 * dir is the direction we are looking in. Return object found, or 525 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 526 * NULL if no good object.
669 */ 527 */
670
671object * 528object *
672find_target_for_friendly_spell (object *op, int dir) 529find_target_for_friendly_spell (object *op, int dir)
673{ 530{
674 object *tmp; 531 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 532
679 /* I don't really get this block - if op isn't a player or rune, 533 /* I don't really get this block - if op isn't a player or rune,
680 * we then make the owner of this object the target. 534 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 535 * The owner could very well be no where near op.
682 */ 536 */
684 { 538 {
685 tmp = op->owner; 539 tmp = op->owner;
686 /* 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
687 * to the caster. 541 * to the caster.
688 */ 542 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
690 tmp = op; 544 tmp = op;
691 } 545 }
692 else 546 else
693 { 547 {
694 m = op->map; 548 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 549 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 550 sint16 y = op->y + freearr_y[dir];
697
698 mflags = get_map_flags (m, &m, x, y, &x, &y);
699
700 if (mflags & P_OUT_OF_MAP)
701 tmp = NULL;
702 else
703 { 551
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 552 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 553 ? m->at (x, y).player ()
706 break; 554 : 0;
707 }
708 } 555 }
556
709 /* didn't find a player there, look in current square for a player */ 557 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 558 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 559 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 560
717 return tmp; 561 return tmp;
718} 562}
719
720
721 563
722/* raytrace: 564/* raytrace:
723 * 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
724 * 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
725 * live objects. 567 * live objects.
728 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
729 * 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
730 * any, otherwise -1. 572 * any, otherwise -1.
731 * 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.
732 */ 574 */
733
734int 575int
735spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
736{ 577{
737 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
738 sint16 nx, ny; 579 sint16 nx, ny;
755 continue; 596 continue;
756 597
757 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
758 599
759 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
760 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
761 (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))))
762 tmp = tmp->above; 603 tmp = tmp->above;
763 604
764 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
765 return freedir[i]; 606 return freedir[i];
766 } 607 }
767 return -1; /* flag for "keep going the way you were" */ 608 return -1; /* flag for "keep going the way you were" */
768} 609}
769
770
771 610
772/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
775 */ 614 */
776 615static void
777void
778put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
779{ 617{
780 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 619 archetype *at;
782 int dir; 620 int dir;
788 626
789 /* find a free square nearby 627 /* find a free square nearby
790 * first we check the closest square for free squares 628 * first we check the closest square for free squares
791 */ 629 */
792 630
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 631 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 632 if (dir != -1)
795 { 633 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 634 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 635 * insert multipart monsters properly
798 */ 636 */
637 //TODO: use expand_tail + ...
799 while (at != NULL) 638 while (at != NULL)
800 { 639 {
801 tmp = arch_to_object (at); 640 tmp = at->instance ();
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 643 tmp->map = op->map;
805 if (head) 644 if (head)
806 { 645 {
807 tmp->head = head; 646 tmp->head = head;
808 prev->more = tmp; 647 prev->more = tmp;
809 } 648 }
649
810 if (!head) 650 if (!head)
811 head = tmp; 651 head = tmp;
652
812 prev = tmp; 653 prev = tmp;
654
813 at = at->more; 655 at = (archetype *)at->more;
814 } 656 }
815 657
816 if (head->randomitems) 658 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 660
819 insert_ob_in_map (head, op->map, op, 0); 661 insert_ob_in_map (head, op->map, op, 0);
820 662
821 /* thought it'd be cool to insert a burnout, too. */ 663 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 664 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
823 tmp->map = op->map;
824 tmp->x = op->x + freearr_x[dir];
825 tmp->y = op->y + freearr_y[dir];
826 insert_ob_in_map (tmp, op->map, op, 0);
827 } 665 }
828} 666}
829 667
830/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 669 * places them in nearby squares.
838 * 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
839 * 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
840 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
841 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
842 */ 680 */
843
844int 681int
845summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
846{ 683{
847 int i; 684 int i;
848 685
858{ 695{
859 int attacktype; 696 int attacktype;
860 int face; 697 int face;
861} ATTACKS[22] = 698} ATTACKS[22] =
862{ 699{
863 {
864 AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 701 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 702 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 705 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 706 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 707 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 708 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 709 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 710 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 711 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 712 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 713 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 714 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 715 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 716 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 717 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 718 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 719 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 721 { AT_FEAR, 10},
907 722};
908
909 723
910/* shuffle_attack: peterm 724/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
936 { 750 {
937 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
938 } 752 }
939} 753}
940 754
941
942/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
943 * at casting a prayer. 756 * at casting a prayer.
944 * op is the player. 757 * op is the player.
945 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
946 * 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.
947 */ 760 */
948 761
949void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
950prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
951{ 766{
952 const char *godname; 767 const char *godname;
953 object *tmp; 768 object *tmp;
954 769
955 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
956 godname = "Your spirit"; 771 godname = "Your spirit";
957 772
958 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
959 { 774 {
960 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);
961 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
962 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
963 tmp->destroy (); 778 tmp->destroy ();
964 } 779 }
965 780
966 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
967 { 782 {
968 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
969 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
970 } 785 }
971 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
972 { 787 {
973 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
974 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
975 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
976 } 792 }
977 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
978 { 794 {
979 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
981 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
982 } 798 }
983} 799}
984 800
985/* 801/*
986 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
987 * of failure badness. 803 * of failure badness.
988 * op is the player that failed. 804 * op is the player that failed.
989 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
990 * 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.
991 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
992 */ 808 */
993
994void 809void
995spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
996{ 811{
997 object *tmp; 812 object *tmp;
998 813
999 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
1000 return; 815 return;
1001 816
1002 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
1003 { 818 {
1004 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
1005 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
1006 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
1007 tmp->destroy (); 822 tmp->destroy ();
1008 } 823 }
1009 824
1010 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
1011 { 826 {
1012 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!");
1013 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
1014 } 829 }
1015 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
1016 { 831 {
1017 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
1018 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
1019 } 834 }
1020 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
1021 { 836 {
1022 object *tmp; 837 object *tmp;
1023 838
1024 /* 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 */
1025 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)
1026 { 841 {
1027 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!");
1028 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
1029 844
1030 } 845 }
1031 else 846 else
1032 { 847 {
1033 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!");
1034 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
1035 tmp->level = skill->level; 850 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 851
1039 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
1041 854
1042 if (power > 25) 855 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 856 tmp->stats.dam = 25 + isqrt (power);
1044 else 857 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 858 tmp->stats.dam = power; /* nasty recoils! */
1046 859
1047 tmp->stats.maxhp = tmp->count; 860 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 861
862 tmp->insert_at (op);
1049 } 863 }
1050 } 864 }
1051} 865}
1052 866
1053int 867static int
1054cast_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)
1055{ 869{
1056 int success;
1057 player *pl;
1058 object *spell;
1059
1060 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
1061 { 871 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 873 return 0;
1064 } 874 }
1065 spell = arch_to_object (spell_ob->other_arch); 875
876 object *spell = spell_ob->other_arch->instance ();
1066 877
1067 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
1069 880
1070 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
1071 { 882 {
1072 spell->remove (); 883 spell->remove ();
1073 return success; 884 return success;
1074 } 885 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 886
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 887 for_all_players (pl)
1077 { 888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1079 } 892
1080 spell->remove (); 893 spell->remove ();
1081 return success; 894 return success;
1082} 895}
1083 896
1084/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
1089 * same as op. 902 * same as op.
1090 * 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
1091 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
1092 * 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,
1093 * we can determine what to do. 906 * we can determine what to do.
1094 * 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
1095 * 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
1096 * 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,
1097 * etc. 910 * etc.
1098 * 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
1099 * 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
1106 * 919 *
1107 * 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),
1108 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1110 */ 923 */
1111
1112int 924int
1113cast_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)
1114{ 926{
1115 const char *godname; 927 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 928 int success = 0;
1117 object *skill = NULL;
1118 929
1119 old_shoottype = op->contr ? op->contr->shoottype : 0; 930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1120 933
1121 if (!spell_ob) 934 if (!spell_ob)
1122 { 935 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 937 return 0;
1135 } 948 }
1136 949
1137 /* 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
1138 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1139 */ 952 */
1140 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])
1141 { 954 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
1143 return 0; 956 return 0;
1144 } 957 }
958
959 object *skill = 0;
1145 960
1146 /* 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
1147 * (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
1148 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1149 * 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
1150 * should take care of that. 965 * should take care of that.
1151 * 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
1152 * 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
1153 * at least process that code. 968 * at least process that code.
1154 */ 969 */
1155 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1156 { 971 {
1157 cast_level = caster_level (caster, spell_ob);
1158 if (spell_ob->skill) 972 if (spell_ob->skill)
1159 { 973 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
975
1161 if (!skill) 976 if (!skill)
1162 { 977 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 978 op->failmsgf ("You need the %s skill to cast %s! "
979 "H<You either need to learn the skill via a skill scroll "
980 "or you need to wear a talisman, holy symbol or another skill tool.>",
981 &spell_ob->skill, &spell_ob->name);
1164 return 0; 982 return 0;
1165 } 983 }
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 984
985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
1167 { 990 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1003 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1169 return 0; 1007 return 0;
1170 } 1008 }
1171 } 1009 }
1010
1172 /* 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
1173 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1174 */ 1013 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1176 { 1015 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 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)
1179 { 1018 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1019 op->failmsg ("You don't have enough mana!");
1181 return 0; 1020 return 0;
1182 } 1021 }
1022
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1025 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1026 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1187 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)
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1029 else
1192 { 1030 {
1193 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);
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1195 return 0; 1033 return 0;
1196 } 1034 }
1197 } 1035 }
1198 1036
1199 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1200 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) <
1201 (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]))
1202 { 1040 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1042 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1043
1206 {
1207 op->casting_time = -1;
1208 }
1209 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);
1210 return 0; 1045 return 0;
1211 } 1046 }
1212 else if (spell_ob->stats.sp) 1047 else if (spell_ob->stats.sp)
1213 { 1048 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1050
1216 if (failure < 0) 1051 if (failure < 0)
1217 { 1052 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1054 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1056
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1058 return 0;
1224 } 1059 }
1225 } 1060 }
1226 } 1061 }
1227 } 1062 }
1228 1063
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1064 int mflags = op->ms ().flags ();
1230 1065
1231 /* See if we can cast a spell here. If the caster and op are 1066 /* See if we can cast a spell here. If the caster and op are
1232 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1234 * doing. 1069 * doing.
1235 */ 1070 */
1236 1071
1237 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 :-)!
1238 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1076 return 0;
1241 } 1077 }
1242 1078
1243 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1080 && (caster->type != POTION)
1245 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1246 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1247 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1248 && (((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)))
1249 { 1085 {
1250 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1251 return 0; 1087 return 0;
1252 1088
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1255 else 1091 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1092 {
1258 case range_magic: 1093 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1095 else if (item->type == SCROLL)
1261 case range_misc: 1096 op->failmsg ("Something blocks the magic of your scroll.");
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1263 break;
1264 case range_golem:
1265 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1266 break;
1267 default:
1268 break;
1269 }
1270 return 0;
1271 }
1272
1273 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1274 {
1275 if (op->casting_time == -1)
1276 { /* begin the casting */
1277 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1278 op->spell = spell_ob;
1279 /* put the stringarg into the object struct so that when the
1280 * spell is actually cast, it knows about the stringarg.
1281 * necessary for the invoke command spells.
1282 */
1283 if (stringarg)
1284 {
1285 op->spellarg = strdup (stringarg);
1286 }
1287 else 1097 else
1288 op->spellarg = NULL; 1098 op->failmsg ("Something blocks the magic of your item.");
1289 return 0;
1290 }
1291 else if (op->casting_time != 0)
1292 {
1293 if (op->type == PLAYER)
1294 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1295 return 0;
1296 } 1099 }
1297 else 1100 else
1298 { /* casting_time == 0 */ 1101 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1102
1300 spell_ob = op->spell; 1103 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1306 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1307 * 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
1308 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1114 * the player any time.
1312 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1116 */
1117 if (caster == op && caster->type != FIREWALL)
1118 {
1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1120 /* Other portions of the code may also decrement the speed of the player, so
1121 * put a lower limit so that the player isn't stuck here too long
1313 */ 1122 */
1314 if (caster == op && caster->type != FIREWALL)
1315 {
1316 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1317 /* Other portions of the code may also decrement the speed of the player, so
1318 * put a lower limit so that the player isn't stuck here too long
1319 */
1320 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)
1321 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;
1322 } 1125 }
1323 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)
1324 {
1325 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1326 }
1327 }
1328 1128
1329 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1330 { 1130 {
1331 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);
1332 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);
1337 * object requires. 1137 * object requires.
1338 */ 1138 */
1339 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1340 { 1140 {
1341 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1342 if (!skill) 1143 if (!skill)
1343 { 1144 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1345 return 0; 1146 return 0;
1346 } 1147 }
1347 change_skill (op, skill, 0); /* needed for proper exp credit */
1348 } 1148 }
1149
1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1151 return RESULT_INT (0);
1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1349 1159
1350 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1351 { 1161 {
1352 /* 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
1353 * in in spells.h. 1163 * in spells.h.
1354 */ 1164 */
1355 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1357 break; 1167 break;
1358 1168
1359 case SP_RUNE: 1169 case SP_RUNE:
1360 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1361 break; 1171 break;
1362 1172
1363 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1364 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1365 break; 1175 break;
1366 1176
1367 case SP_BOLT: 1177 case SP_BOLT:
1368 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1369 break; 1179 break;
1387 case SP_SMITE: 1197 case SP_SMITE:
1388 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1389 break; 1199 break;
1390 1200
1391 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1392 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);
1393 break; 1203 break;
1394 1204
1395 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1207 break;
1399 1208
1400 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1211 * moved.
1403 */ 1212 */
1404 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1405 break; 1214 break;
1406 1215
1407 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1408 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1409 { 1218 {
1442 case SP_HEALING: 1251 case SP_HEALING:
1443 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1444 break; 1253 break;
1445 1254
1446 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1447 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1448 break; 1257 break;
1449 1258
1450 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1451 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1452 break; 1261 break;
1462 case SP_CURSE: 1271 case SP_CURSE:
1463 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1464 break; 1273 break;
1465 1274
1466 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1467 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1468 break; 1277 break;
1469 1278
1470 case SP_CHARGING: 1279 case SP_CHARGING:
1471 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1472 break; 1281 break;
1475#ifdef NO_POLYMORPH 1284#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1285 /* Not great, but at least provide feedback so if players do have
1477 * polymorph (ie, find it as a preset item or left over from before 1286 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1287 * it was disabled), they get some feedback.
1479 */ 1288 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1289 op->failmsg ("The spell fizzles!");
1481 success = 0; 1290 success = 0;
1482#else 1291#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1293#endif
1485 break; 1294 break;
1505 break; 1314 break;
1506 1315
1507 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1508 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)
1509 { 1318 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1511 success = 0; 1320 success = 0;
1512 } 1321 }
1513 else 1322 else
1514 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);
1515 break; 1324 break;
1516 1325
1517 case SP_SWARM: 1326 case SP_SWARM:
1518 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1519 break; 1328 break;
1526 /* in rune.c */ 1335 /* in rune.c */
1527 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1528 break; 1337 break;
1529 1338
1530 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1531 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1532 break; 1341 break;
1533 1342
1534 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1535 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1345 break;
1537 1346
1538 case SP_ANIMATE_WEAPON: 1347 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1348 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1349 break;
1542 1350
1543 case SP_LIGHT: 1351 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1352 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1353 break;
1558 1366
1559 case SP_AURA: 1367 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1561 break; 1369 break;
1562 1370
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1569 break; 1373 break;
1570 1374
1571 default: 1375 default:
1572 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1573 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);
1574 }
1575
1576 /* FIXME - we need some better sound suppport */
1577 // yes, for example, augment map info with the spell effect
1578 // so clients can calculate the sounds themselves
1579 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1580
1581 /* free the spell arg */
1582 if (settings.casting_time == TRUE && stringarg)
1583 { 1377 }
1584 free (stringarg); 1378
1585 stringarg = NULL; 1379 // restore chosen_skill
1586 } 1380 op->chosen_skill = chosen_skill;
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1381
1588 * to something like use_magic_item, but you really want to be able to fire 1382 op->play_sound (
1589 * it again. 1383 success
1590 */ 1384 ? spell_ob->sound
1591 if (op->contr) 1385 ? spell_ob->sound
1592 op->contr->shoottype = (rangetype) old_shoottype; 1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1593 1389
1594 return success; 1390 return success;
1595} 1391}
1596 1392
1597
1598/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1601 */ 1396 */
1602void 1397void
1603move_spell_effect (object *op) 1398move_spell_effect (object *op)
1604{ 1399{
1644 move_aura (op); 1439 move_aura (op);
1645 break; 1440 break;
1646 } 1441 }
1647} 1442}
1648 1443
1649/* this checks to see if something special should happen if
1650 * something runs into the object.
1651 */
1652void
1653check_spell_effect (object *op)
1654{
1655 switch (op->subtype)
1656 {
1657 case SP_BOLT:
1658 move_bolt (op);
1659 return;
1660
1661 case SP_BULLET:
1662 check_bullet (op);
1663 return;
1664 }
1665}
1666
1667/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1668 * 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
1669 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1670 * objects of the appropraite type. 1447 * objects of the appropriate type.
1671 */ 1448 */
1672void 1449void
1673apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1674{ 1451{
1675 switch (spell->subtype) 1452 switch (spell->subtype)
1676 { 1453 {
1677 case SP_CONE: 1454 case SP_CONE:
1678 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1679 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1680 break; 1457 break;
1681 1458
1682 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1683 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1684 { 1461 {
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686
1687 if (!spell->destroyed ())
1688 spell->destroy (); 1463 spell->destroy ();
1689 } 1464 }
1690 break; 1465 break;
1691 1466
1692 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1696 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1472
1697 break; 1473 break;
1698 } 1474 }
1699} 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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