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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 1.131 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
27#include <object.h> 28#include <object.h>
28#include <errno.h> 29#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 30#include <sproto.h>
31#endif
32#include <sounds.h> 31#include <sounds.h>
33 32
34extern char *spell_mapping[]; 33extern char *spell_mapping[];
35 34
36/* This returns a random spell from 'ob'. If skill is set, then 35/* 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 36 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used. 37 * matching spells are used.
39 */ 38 */
40object * 39object *
41find_random_spell_in_ob (object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 41{
43 int k = 0, s; 42 int k = 0, s;
44 object *tmp;
45 43
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 46 k++;
49 47
50 /* No spells, no need to progess further */ 48 /* No spells, no need to progess further */
51 if (!k) 49 if (!k)
52 return NULL; 50 return NULL;
53 51
54 s = RANDOM () % k; 52 s = rndm (k);
55 53
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 56 if (!s)
60 return tmp; 57 return tmp;
61 else 58 else
62 s--; 59 s--;
63 } 60
64 /* Should never get here, but just in case */ 61 /* Should never get here, but just in case */
65 return NULL; 62 return 0;
66} 63}
67 64
68/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 77 dest->skill = spob->skill;
81 else 78 else
82 dest->skill = caster->skill; 79 dest->skill = caster->skill;
83} 80}
84 81
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 82/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 84 */
156
157void 85void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 87{
160
161 if (spob->other_arch != NULL) 88 if (spob->other_arch)
162 { 89 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} 90}
171 91
172/* 92static int
173 * This function takes a caster and spell and presents the 93attuned_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{ 94{
185 int new_level; 95 // compute the attuned/repelled bonus
186 96 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 97 // repell has no such quarrels
188 return 1; 98 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 99 + (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} 100}
195
196 101
197/* This function returns the effective level the spell 102/* This function returns the effective level the spell
198 * is being cast at. 103 * 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 */ 104 */
203
204int 105int
205caster_level (object *caster, object *spell) 106casting_level (object *caster, object *spell)
206{ 107{
207 int level = caster->level; 108 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 }
217 109
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 110 /* 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) 111 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 112 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 113 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1; 114 int sk_level = skill ? skill->level : 1;
223 115
224 level = MIN (level, sk_level + level / 10 + 1); 116 level = min (level, sk_level + level / 10 + 1);
225 } 117 }
118 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
119 if (object *skill = caster->contr->find_skill (spell->skill))
120 level = skill->level;
226 121
227 /* Got valid caster level. Now adjust for attunement */ 122 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); 123
124 level += bonus;
125
126 // now scale the effective level from the startinglevel..100 range to 1..100
127 if (level < 100)
128 level = lerp (level, (int)spell->level, 100, 1, 100);
229 129
230 /* Always make this at least 1. If this is zero, we get divide by zero 130 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 131 * errors in various places.
232 */ 132 */
233 if (level < 1) 133 return clamp (level, 1, settings.max_level);
234 level = 1;
235
236 return level;
237} 134}
238 135
239/* The following function scales the spellpoint cost of 136/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 137 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 138 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 142 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 143 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and 144 * 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. 145 * mana. In that case, we return which ever value is higher.
249 */ 146 */
250
251sint16 147sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 148SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 149{
254 int sp, grace, level = caster_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
255 151
256 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
257 { 153 {
258 if (spell->stats.sp && spell->stats.maxsp) 154 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))); 155 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
261 }
262 else 156 else
263 sp = spell->stats.sp; 157 sp = spell->stats.sp;
264 158
265 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
266 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
267 sp = 1; 161 sp = 1;
268 162
269 if (spell->stats.grace && spell->stats.maxgrace) 163 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))); 164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
272 }
273 else 165 else
274 grace = spell->stats.grace; 166 grace = spell->stats.grace;
275 167
276 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
277 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
278 grace = 1; 170 grace = 1;
279 } 171 }
280 else 172 else
281 { 173 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 174 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 175 if (spell->stats.sp && !sp)
284 sp = 1; 176 sp = 1;
177
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 178 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
287 grace = 1; 180 grace = 1;
288 } 181 }
182
289 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 184 return max (sp, grace);
291 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
292 return grace; 186 return grace;
293 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
294 return sp; 188 return sp;
295 else 189 else
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 191 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 192 return 0;
299 } 193 }
300} 194}
301 195
196/*
197 * Return the effective casting level of the spell.
198 * To make spells independent of their starting level, this function
199 * scales the range spellstartlevel .. 100 into the range 1..100
200 */
201static int
202SP_casting_level (object *caster, object *spell)
203{
204 return casting_level (caster, spell);
205}
302 206
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 207/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 208 * spob is the spell we are adjusting.
305 */ 209 */
306int 210int
307SP_level_dam_adjust (object *caster, object *spob) 211SP_level_dam_adjust (object *caster, object *spob)
308{ 212{
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) 213 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 214 return 0;
215
216 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 217}
320 218
321/* Adjust the strength of the spell based on level. 219/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 220 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 221 * but instead looks at the level_modifier value.
324 */ 222 */
325int 223int
326SP_level_duration_adjust (object *caster, object *spob) 224SP_level_duration_adjust (object *caster, object *spob)
327{ 225{
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) 226 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 227 return 0;
228
229 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 230}
340 231
341/* Adjust the strength of the spell based on level. 232/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 233 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 234 * but instead looks at the level_modifier value.
344 */ 235 */
345int 236int
346SP_level_range_adjust (object *caster, object *spob) 237SP_level_range_adjust (object *caster, object *spob)
347{ 238{
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) 239 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 240 return 0;
241
242 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 243}
360 244
361/* Checks to see if player knows the spell. If the name is the same 245/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 246 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 247 * returns 1 if they know the spell, 0 if they don't.
364 */ 248 */
365object * 249object *
366check_spell_known (object *op, const char *name) 250check_spell_known (object *op, shstr_cmp name)
367{ 251{
368 object *spop; 252 object *spop;
369 253
370 for (spop = op->inv; spop; spop = spop->below) 254 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 255 if (spop->type == SPELL && spop->name == name)
372 return spop; 256 return spop;
373 257
374 return NULL; 258 return 0;
375} 259}
376 260
377 261/*
378/*
379 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 267 * exact match, we also return NULL.
385 */ 268 */
386
387object * 269object *
388lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
389{ 271{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 272 if (shstr_cmp name = prefix)
391 int nummatch = 0; 273 {
392 274 // 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) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
401 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
402 if (spob->type == SPELL) 285 if (spob->type == SPELL
403 { 286 && spob->name.length () < len
404 if (!strncmp (spob->name, spname, strlen (spname))) 287 && prefix [spob->name.length ()] <= ' '
405 { 288 && !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; 289 return spob;
427 if (spob1 && nummatch == 1) 290 }
428 return spob1; 291
429 return NULL; 292 return 0;
430} 293}
431 294
432/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
434 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
437 * eg, updated for tiled maps. 300 * eg, updated for tiled maps.
438 */ 301 */
439int 302int
440reflwall (maptile *m, int x, int y, object *sp_op) 303reflwall (maptile *m, int x, int y, object *sp_op)
441{ 304{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 306 return 0;
307
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!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))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 312 return 1;
453 313
454 return 0; 314 return 0;
455} 315}
456 316
457/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
458 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
459 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
460 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
461 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
462 * in. 322 * destroys the object is unsuccessful.
463 */ 323 */
464int 324bool
465cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
466{ 326{
467 maptile *m; 327 mapxy pos (op);
468 sint16 sx, sy; 328 pos.move (dir);
469 329
470 if (dir && 330 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) || 331 || 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)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
473 { 333 )
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 } 334 {
478 new_op->x = op->x + freearr_x[dir]; 335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
479 new_op->y = op->y + freearr_y[dir]; 336 new_op->destroy ();
480 if (dir == 0) 337 return 0;
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 338 }
482 else 339
483 insert_ob_in_map (new_op, op->map, op, 0); 340 new_op->set_flag (FLAG_IDENTIFIED);
341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
484 return dir; 344 return 1;
345}
346
347static bool
348mergable_owner (object *o1, object *o2)
349{
350 if (o1 == o2)
351 return 1;
352
353 if (!o1 || !o2)
354 return 0;
355
356 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357 return 0;
358
359 if (o1->is_player () || o2->is_player ())
360 return 0;
361
362 return 1;
485} 363}
486 364
487/* Returns true if it is ok to put spell *op on the space/may provided. 365/* 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 366 * immune_stop is basically the attacktype of the spell (why
489 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
490 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 369 * 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. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 371 */
494 */
495
496int 372int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 374{
499 object *tmp; 375 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; 376 return 0;
508 377
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 378 mapspace &ms = m->at (x, y);
379 ms.update ();
380
381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 382 return 0;
511 383
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 384 int max_effects = 5; // max. number of similar spells per mapspace
385
386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
513 { 387 {
514 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 389 * 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 390 * 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 391 * 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 392 * 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 393 * 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 394 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
522 */ 396 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 397 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 398 && !tmp->flag [FLAG_MONSTER]
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 399 && (tmp->type != PLAYER)
400 && (tmp->type != WEAPON)
401 && (tmp->type != BOW)
402 && (tmp->type != ARROW)
403 && (tmp->type != GOLEM)
404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
405 // we special case floor here because there
406 // are sometimes spell effect floors
407 // which are used to inflict damage
408 // (and those shouldn't go away from
409 // sanctuary) see also: permanent lava
410 && (immune_stop & AT_MAGIC))
526 return 0; 411 return 0;
527 412
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 413 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 { 414 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 415 if (tmp->subtype == op->subtype
548 tmp->range = MAX (tmp->range, op->range); 416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
549 tmp->duration = MAX (tmp->duration, op->duration); 417 {
418 /* This is to prevent 'out of control' spells. Basically, this
419 * limits one spell effect per space per spell. This is definately
420 * needed for performance reasons, and just for playability I believe.
421 * there are no such things as multispaced spells right now, so
422 * we don't need to worry about the head.
423 */
424 if (tmp->stats.maxhp == op->stats.maxhp)
425 return 0;
426
427 /*
428 * Combine similar spell effects into one spell effect. Needed for
429 * performance reasons with meteor swarm and the like, but also for
430 * playability reasons.
431 */
432 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433 if (mergable_owner (tmp, op))
434 {
435 // if same owner, then combine, but reduce advantage of multiple spells
436 max_it (tmp->stats.dam, op->stats.dam);
437 max_it (tmp->range , op->range);
438 max_it (tmp->duration , op->duration);
439 return 0;
440 }
441 }
442
443 // if there are too many spell effects on this space,
444 // then don't allow more of them, for performance reasons.
445 if (tmp->type == SPELL_EFFECT
446 && !--max_effects)
550 return 0; 447 return 0;
551 } 448 }
552 449
553 /* Perhaps we should also put checks in for no magic and unholy 450 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 451 * ground to prevent it from moving along?
555 */ 452 */
556 } 453 }
454
557 /* If it passes the above tests, it must be OK */ 455 /* If it passes the above tests, it must be OK */
558 return 1; 456 return 1;
559} 457}
560 458
561/* fire_arch_from_position: fires an archetype. 459/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 464 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 465 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 466 * to fire.
569 * returns 0 on failure, 1 on success. 467 * returns 0 on failure, 1 on success.
570 */ 468 */
571
572int 469int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 470fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 471{
575 object *tmp;
576 int mflags;
577 maptile *m;
578
579 if (spell->other_arch == NULL) 472 if (!spell->other_arch)
580 return 0; 473 return 0;
581 474
582 m = op->map; 475 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 }
588 476
589 tmp = arch_to_object (spell->other_arch); 477 if (!tmp)
590
591 if (tmp == NULL)
592 return 0; 478 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 }
600 479
601 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 480 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
602 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 481 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603 /* code in time.c uses food for some things, duration for others */ 482 /* code in time.c uses food for some things, duration for others */
604 tmp->stats.food = tmp->duration; 483 tmp->stats.food = tmp->duration;
605 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 484 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606 tmp->attacktype = spell->attacktype; 485 tmp->attacktype = spell->attacktype;
607 tmp->x = x;
608 tmp->y = y;
609 tmp->direction = dir; 486 tmp->direction = dir;
610 if (op->owner != NULL)
611 tmp->set_owner (op); 487 tmp->set_owner (op);
612 else
613 tmp->set_owner (op);
614 tmp->level = caster_level (caster, spell); 488 tmp->level = casting_level (caster, spell);
615 set_spell_skill (op, caster, spell, tmp); 489 set_spell_skill (op, caster, spell, tmp);
616 490
617 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619 {
620 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
621 return 0; 494 return 0;
622 } 495
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
624 SET_ANIMATION (tmp, dir); 497 SET_ANIMATION (tmp, dir);
625 498
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
627 return 1;
628
629 move_spell_effect (tmp); 500 move_spell_effect (tmp);
630 501
631 return 1; 502 return 1;
632} 503}
633
634
635 504
636/***************************************************************************** 505/*****************************************************************************
637 * 506 *
638 * Code related to rods - perhaps better located in another file? 507 * Code related to rods - perhaps better located in another file?
639 * 508 *
640 ****************************************************************************/ 509 ****************************************************************************/
641
642void 510void
643regenerate_rod (object *rod) 511regenerate_rod (object *rod)
644{ 512{
645 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
646 { 514 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} 515}
653
654 516
655void 517void
656drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
657{ 519{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 520 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 521}
660
661
662
663 522
664/* this function is commonly used to find a friendly target for 523/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 524 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 525 * 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 526 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 527 * NULL if no good object.
669 */ 528 */
670
671object * 529object *
672find_target_for_friendly_spell (object *op, int dir) 530find_target_for_friendly_spell (object *op, int dir)
673{ 531{
674 object *tmp; 532 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 533
679 /* I don't really get this block - if op isn't a player or rune, 534 /* 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. 535 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 536 * The owner could very well be no where near op.
682 */ 537 */
684 { 539 {
685 tmp = op->owner; 540 tmp = op->owner;
686 /* If the owner does not exist, or is not a monster, than apply the spell 541 /* If the owner does not exist, or is not a monster, than apply the spell
687 * to the caster. 542 * to the caster.
688 */ 543 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
690 tmp = op; 545 tmp = op;
691 } 546 }
692 else 547 else
693 { 548 {
694 m = op->map; 549 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
696 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (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 { 552
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 553 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 554 ? m->at (x, y).player ()
706 break; 555 : 0;
707 }
708 } 556 }
557
709 /* didn't find a player there, look in current square for a player */ 558 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 559 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 560 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 561
717 return tmp; 562 return tmp;
718} 563}
719
720
721 564
722/* raytrace: 565/* raytrace:
723 * spell_find_dir(map, x, y, exclude) will search first the center square 566 * 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 567 * then some close squares in the given map at the given coordinates for
725 * live objects. 568 * live objects.
728 * monsters/generators only. If not, the spell will hunt players only. 571 * 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 572 * It returns the direction toward the first/closest live object if it finds
730 * any, otherwise -1. 573 * any, otherwise -1.
731 * note that exclude can be NULL, in which case all bets are off. 574 * note that exclude can be NULL, in which case all bets are off.
732 */ 575 */
733
734int 576int
735spell_find_dir (maptile *m, int x, int y, object *exclude) 577spell_find_dir (maptile *m, int x, int y, object *exclude)
736{ 578{
737 int i, max = SIZEOFFREE; 579 int i, max = SIZEOFFREE;
738 sint16 nx, ny; 580 sint16 nx, ny;
745 if (exclude && exclude->type) 587 if (exclude && exclude->type)
746 owner_type = exclude->type; 588 owner_type = exclude->type;
747 589
748 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
749 { 591 {
750 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
751 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
752 mp = m; 594 mp = m;
753 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
754 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
755 continue; 597 continue;
756 598
757 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
758 600
759 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
760 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
761 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
762 tmp = tmp->above; 604 tmp = tmp->above;
763 605
764 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
765 return freedir[i]; 607 return freedir[i];
766 } 608 }
767 return -1; /* flag for "keep going the way you were" */ 609 return -1; /* flag for "keep going the way you were" */
768} 610}
769
770
771 611
772/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
775 */ 615 */
776 616static void
777void
778put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
779{ 618{
780 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 620 archetype *at;
782 int dir; 621 int dir;
785 624
786 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
787 return; 626 return;
788 627
789 /* find a free square nearby 628 /* find a free square nearby
790 * first we check the closest square for free squares 629 * first we check the closest square for free squares
791 */ 630 */
792 631
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 633 if (dir != -1)
795 { 634 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 635 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 636 * insert multipart monsters properly
798 */ 637 */
638 //TODO: use expand_tail + ...
799 while (at != NULL) 639 while (at != NULL)
800 { 640 {
801 tmp = arch_to_object (at); 641 tmp = at->instance ();
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 642 tmp->x = op->x + DIRX (dir) + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 643 tmp->y = op->y + DIRY (dir) + at->y;
804 tmp->map = op->map; 644 tmp->map = op->map;
805 if (head) 645 if (head)
806 { 646 {
807 tmp->head = head; 647 tmp->head = head;
808 prev->more = tmp; 648 prev->more = tmp;
809 } 649 }
650
810 if (!head) 651 if (!head)
811 head = tmp; 652 head = tmp;
653
812 prev = tmp; 654 prev = tmp;
655
813 at = at->more; 656 at = (archetype *)at->more;
814 } 657 }
815 658
816 if (head->randomitems) 659 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 661
819 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
820 663
821 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (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 } 666 }
828} 667}
829 668
830/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 670 * places them in nearby squares.
838 * Note that this is not used by any spells (summon evil monsters 677 * 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 678 * 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 679 * never used. This is however used by various failures on the
841 * players part (alchemy, reincarnation, etc) 680 * players part (alchemy, reincarnation, etc)
842 */ 681 */
843
844int 682int
845summon_hostile_monsters (object *op, int n, const char *monstername) 683summon_hostile_monsters (object *op, int n, const char *monstername)
846{ 684{
847 int i; 685 int i;
848 686
858{ 696{
859 int attacktype; 697 int attacktype;
860 int face; 698 int face;
861} ATTACKS[22] = 699} ATTACKS[22] =
862{ 700{
863 {
864 AT_PHYSICAL, 0}, 701 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 702 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 703 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 704 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 705 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 706 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 707 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 708 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 709 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 710 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 711 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 712 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 713 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 714 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 715 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 716 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 717 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 718 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 719 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 720 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 721 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 722 { AT_FEAR, 10},
907 723};
908
909 724
910/* shuffle_attack: peterm 725/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 726 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 727 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 728 * chooses a face appropriate to the attack that is
914 * being committed by that square at the moment. 729 * being committed by that square at the moment.
915 * right now it's being used by color spray and create pool of 730 * right now it's being used by color spray and create pool of
916 * chaos. 731 * chaos.
917 * This could really be a better implementation - the 732 * This could really be a better implementation - the
918 * faces and attacktypes above are hardcoded, which is never 733 * faces and attacktypes above are hardcoded, which is never
919 * good. The faces refer to faces in the animation sequence. 734 * good. The faces refer to faces in the animation sequence.
936 { 751 {
937 SET_ANIMATION (op, ATTACKS[i].face); 752 SET_ANIMATION (op, ATTACKS[i].face);
938 } 753 }
939} 754}
940 755
941
942/* prayer_failure: This is called when a player fails 756/* prayer_failure: This is called when a player fails
943 * at casting a prayer. 757 * at casting a prayer.
944 * op is the player. 758 * op is the player.
945 * failure is basically how much grace they had. 759 * failure is basically how much grace they had.
946 * power is how much grace the spell would normally take to cast. 760 * power is how much grace the spell would normally take to cast.
947 */ 761 */
948 762
949void 763#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
764
765static void
950prayer_failure (object *op, int failure, int power) 766prayer_failure (object *op, int failure, int power)
951{ 767{
952 const char *godname; 768 const char *godname;
953 object *tmp; 769 object *tmp;
954 770
955 if (!strcmp ((godname = determine_god (op)), "none")) 771 if (!strcmp ((godname = determine_god (op)), "none"))
956 godname = "Your spirit"; 772 godname = "Your spirit";
957 773
958 if (failure <= -20 && failure > -40) /* wonder */ 774 if (failure <= -20 && failure > -40) /* wonder */
959 { 775 {
960 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 776 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
961 tmp = get_archetype (SPELL_WONDER); 777 tmp = archetype::get (SPELL_WONDER);
962 cast_cone (op, op, 0, tmp); 778 cast_cone (op, op, 0, tmp);
963 tmp->destroy (); 779 tmp->destroy ();
964 } 780 }
965 781
966 else if (failure <= -40 && failure > -60) /* confusion */ 782 else if (failure <= -40 && failure > -60) /* confusion */
967 { 783 {
968 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 784 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
969 confuse_player (op, op, 99); 785 confuse_player (op, op, 99);
970 } 786 }
971 else if (failure <= -60 && failure > -150) /* paralysis */ 787 else if (failure <= -60 && failure > -150) /* paralysis */
972 { 788 {
973 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 789 op->failmsgf ("%s requires you to pray NOW. "
974 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 790 "You comply, ignoring all else." HINT_GRACE,
791 godname);
975 paralyze_player (op, op, 99); 792 paralyze_player (op, op, 99);
976 } 793 }
977 else if (failure <= -150) /* blast the immediate area */ 794 else if (failure <= -150) /* blast the immediate area */
978 { 795 {
979 tmp = get_archetype (GOD_POWER); 796 tmp = archetype::get (GOD_POWER);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 797 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
981 cast_magic_storm (op, tmp, power); 798 cast_magic_storm (op, tmp, power);
982 } 799 }
983} 800}
984 801
985/* 802/*
986 * spell_failure() handles the various effects for differing degrees 803 * spell_failure() handles the various effects for differing degrees
987 * of failure badness. 804 * of failure badness.
988 * op is the player that failed. 805 * op is the player that failed.
989 * failure is a random value of how badly you failed. 806 * failure is a random value of how badly you failed.
990 * power is how many spellpoints you'd normally need for the spell. 807 * power is how many spellpoints you'd normally need for the spell.
991 * skill is the skill you'd need to cast the spell. 808 * skill is the skill you'd need to cast the spell.
992 */ 809 */
993
994void 810void
995spell_failure (object *op, int failure, int power, object *skill) 811spell_failure (object *op, int failure, int power, object *skill)
996{ 812{
997 object *tmp; 813 object *tmp;
998 814
999 if (settings.spell_failure_effects == FALSE) 815 if (settings.spell_failure_effects == FALSE)
1000 return; 816 return;
1001 817
1002 if (failure <= -20 && failure > -40) /* wonder */ 818 if (failure <= -20 && failure > -40) /* wonder */
1003 { 819 {
1004 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 820 op->failmsg ("Your spell causes an unexpected effect.");
1005 tmp = get_archetype (SPELL_WONDER); 821 tmp = archetype::get (SPELL_WONDER);
1006 cast_cone (op, op, 0, tmp); 822 cast_cone (op, op, 0, tmp);
1007 tmp->destroy (); 823 tmp->destroy ();
1008 } 824 }
1009 825
1010 else if (failure <= -40 && failure > -60) /* confusion */ 826 else if (failure <= -40 && failure > -60) /* confusion */
1011 { 827 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 828 op->failmsg ("Your magic recoils on you, making you confused!");
1013 confuse_player (op, op, 99); 829 confuse_player (op, op, 99);
1014 } 830 }
1015 else if (failure <= -60 && failure > -80) /* paralysis */ 831 else if (failure <= -60 && failure > -80) /* paralysis */
1016 { 832 {
1017 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 833 op->failmsg ("Your magic stuns you!");
1018 paralyze_player (op, op, 99); 834 paralyze_player (op, op, 99);
1019 } 835 }
1020 else if (failure <= -80) /* blast the immediate area */ 836 else if (failure <= -80) /* blast the immediate area */
1021 { 837 {
1022 object *tmp; 838 object *tmp;
1023 839
1024 /* Safety check to make sure we don't get any mana storms in scorn */ 840 /* 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) 841 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1026 { 842 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 843 op->failmsg ("The magic warps and you are turned inside out!");
1028 hit_player (op, 9998, op, AT_INTERNAL, 1); 844 hit_player (op, 9998, op, AT_INTERNAL, 1);
1029 845
1030 } 846 }
1031 else 847 else
1032 { 848 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 849 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 850 tmp = archetype::get (LOOSE_MANA);
1035 tmp->level = skill->level; 851 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 852
1039 /* increase the area of destruction a little for more powerful spells */ 853 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 854 tmp->range += isqrt (power);
1041 855
1042 if (power > 25) 856 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 857 tmp->stats.dam = 25 + isqrt (power);
1044 else 858 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 859 tmp->stats.dam = power; /* nasty recoils! */
1046 860
1047 tmp->stats.maxhp = tmp->count; 861 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 862
863 tmp->insert_at (op);
1049 } 864 }
1050 } 865 }
1051} 866}
1052 867
1053int 868static int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 869cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1055{ 870{
1056 int success;
1057 player *pl;
1058 object *spell;
1059
1060 if (!spell_ob->other_arch) 871 if (!spell_ob->other_arch)
1061 { 872 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 873 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 874 return 0;
1064 } 875 }
1065 spell = arch_to_object (spell_ob->other_arch); 876
877 object *spell = spell_ob->other_arch->instance ();
1066 878
1067 /* Always cast spell on caster */ 879 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 880 int success = cast_spell (op, caster, dir, spell, spellparam);
1069 881
1070 if (caster->contr->party == NULL) 882 if (!op->contr || !op->contr->party)
1071 { 883 {
1072 spell->remove (); 884 spell->remove ();
1073 return success; 885 return success;
1074 } 886 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 887
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 for_all_players (pl)
1077 { 889 if ((pl->ob->contr->party == op->contr->party)
890 && on_same_map (pl->ob, op)
891 && pl->ob != op)
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 892 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1079 } 893
1080 spell->remove (); 894 spell->remove ();
1081 return success; 895 return success;
1082} 896}
1083 897
1084/* This is where the main dispatch when someone casts a spell. 898/* This is where the main dispatch when someone casts a spell.
1089 * same as op. 903 * same as op.
1090 * dir is the direction to cast in. Note in some cases, if the spell 904 * 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. 905 * is self only, dir really doesn't make a difference.
1092 * spell_ob is the spell object that is being cast. From that, 906 * spell_ob is the spell object that is being cast. From that,
1093 * we can determine what to do. 907 * we can determine what to do.
1094 * stringarg is any options that are being used. It can be NULL. Almost 908 * 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 909 * 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, 910 * parameters to a spell (eg, item to create, information for marking runes,
1097 * etc. 911 * etc.
1098 * returns 1 on successful cast, or 0 on error. These values should really 912 * 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 913 * be swapped, so that 0 is successful, and non zero is failure, with a code
1106 * 920 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 921 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 922 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 923 * objects, the caller should do what it considers appropriate.
1110 */ 924 */
1111
1112int 925int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 926cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1114{ 927{
1115 const char *godname; 928 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 929 int success = 0;
1117 object *skill = NULL;
1118 930
1119 old_shoottype = op->contr ? op->contr->shoottype : 0; 931 // make sure spells always take a while, so a) we don't flood the
932 // user with messages and b) too many failures can be harmful (smiting).
933 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1120 934
1121 if (!spell_ob) 935 if (!spell_ob)
1122 { 936 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 937 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 938 return 0;
1132 { 946 {
1133 LOG (llevError, "cast_spell: null caster object passed\n"); 947 LOG (llevError, "cast_spell: null caster object passed\n");
1134 return 0; 948 return 0;
1135 } 949 }
1136 950
1137 /* if caster is a spell casting object, this normally shouldn't be 951 /* if caster is a spell casting object, this normally shouldn't be
1138 * an issue, because they don't have any spellpaths set up. 952 * an issue, because they don't have any spellpaths set up.
1139 */ 953 */
1140 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 954 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1141 { 955 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 956 op->failmsg ("That spell path is denied to you.");
1143 return 0; 957 return 0;
1144 } 958 }
1145 959
960 object *skill = 0;
961
1146 /* if it is a player casting the spell, and they are really casting it 962 /* 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 963 * (vs it coming from a wand, scroll, or whatever else), do some
1148 * checks. We let monsters do special things - eg, they 964 * checks. We let monsters do special things - eg, they
1149 * don't need the skill, bypass level checks, etc. The monster function 965 * don't need the SKILL, BYpass level checks, etc. The monster function
1150 * should take care of that. 966 * should take care of that.
1151 * Remove the wiz check here and move it further down - some spells 967 * 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 968 * need to have the right skill pointer passed, so we need to
1153 * at least process that code. 969 * at least process that code.
1154 */ 970 */
1155 if (op->type == PLAYER && op == caster) 971 if (op->type == PLAYER && op == caster)
1156 { 972 {
1157 cast_level = caster_level (caster, spell_ob);
1158 if (spell_ob->skill) 973 if (spell_ob->skill)
1159 { 974 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 975 skill = find_skill_by_name (op, spell_ob->skill);
976
1161 if (!skill) 977 if (!skill)
1162 { 978 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 979 op->failmsgf ("You need the %s skill to cast %s! "
980 "H<You either need to learn the skill via a skill scroll "
981 "or you need to wear a talisman, holy symbol or another skill tool.>",
982 &spell_ob->skill, &spell_ob->name);
1164 return 0; 983 return 0;
1165 } 984 }
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 985
986 const char *msg = "";
987
988 int caster_level = skill->level;
989
990 if (op->path_attuned & spell_ob->path_attuned)
1167 { 991 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 992 caster_level += min (caster_level, ATTUNE_REPELL);
993 msg = " (attuned)";
994 }
995
996 if (op->path_repelled & spell_ob->path_attuned)
997 {
998 caster_level -= ATTUNE_REPELL; // negative is ok
999 msg = " (repelled)";
1000 }
1001
1002 if (spell_ob->level > caster_level)
1003 {
1004 op->failmsgf ("You lack enough skill to cast that spell! "
1005 "H<Your effective cast level is %d%s, but level %d is required.>",
1006 caster_level, msg, spell_ob->level);
1007 if (!op->is_wiz ())
1169 return 0; 1008 return 0;
1170 } 1009 }
1171 } 1010 }
1011
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1012 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1013 * to have sufficient grace/mana.
1174 */ 1014 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1015 if (!op->flag [FLAG_WIZCAST])
1176 { 1016 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1017 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1018 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1019 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1020 op->failmsg ("You don't have enough mana!");
1181 return 0; 1021 return 0;
1182 } 1022 }
1023
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1024 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1025 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1026 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1027 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) 1028 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); 1029 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1030 else
1192 { 1031 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1032 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); 1033 op->failmsgf ("%s ignores your prayer.", godname);
1195 return 0; 1034 return 0;
1196 } 1035 }
1197 } 1036 }
1198 1037
1199 /* player/monster is trying to cast the spell. might fumble it */ 1038 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1039 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])) 1040 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1041 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1042 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1043 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1044
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); 1045 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1046 return 0;
1211 } 1047 }
1212 else if (spell_ob->stats.sp) 1048 else if (spell_ob->stats.sp)
1213 { 1049 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1050 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1051
1216 if (failure < 0) 1052 if (failure < 0)
1217 { 1053 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1054 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1055 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1056 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1057
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1058 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1059 return 0;
1224 } 1060 }
1225 } 1061 }
1226 } 1062 }
1227 } 1063 }
1228 1064
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1065 int mflags = op->ms ().flags ();
1230 1066
1231 /* See if we can cast a spell here. If the caster and op are 1067 /* 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 1068 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1069 * objects on the space - presume that they know what they are
1234 * doing. 1070 * doing.
1235 */ 1071 */
1236 1072
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1073 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1074 {
1075 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!."); 1076 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1077 return 0;
1241 } 1078 }
1242 1079
1243 if ((spell_ob->type == SPELL) 1080 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1081 && (caster->type != POTION)
1245 && !QUERY_FLAG (op, FLAG_WIZCAST) 1082 && !op->flag [FLAG_WIZCAST]
1246 && (QUERY_FLAG (caster, FLAG_ALIVE) 1083 && (caster->flag [FLAG_ALIVE]
1247 || QUERY_FLAG (op, FLAG_ALIVE)) 1084 || op->flag [FLAG_ALIVE])
1248 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1085 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1249 { 1086 {
1250 if (op->type != PLAYER) 1087 if (op->type != PLAYER)
1251 return 0; 1088 return 0;
1252 1089
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1090 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); 1091 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1255 else 1092 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1093 {
1258 case range_magic: 1094 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1095 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1096 else if (item->type == SCROLL)
1261 case range_misc: 1097 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 1098 else
1288 op->spellarg = NULL; 1099 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 } 1100 }
1297 else 1101 else
1298 { /* casting_time == 0 */ 1102 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1103
1300 spell_ob = op->spell; 1104 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1105 }
1106
1107 // undo the flood protection from earlier
1108 op->speed_left += 4 * op->speed; // ~0.5s on failure
1109
1306 /* Take into account how long it takes to cast the spell. 1110 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1111 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1112 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1113 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1114 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1115 * the player any time.
1312 * Ignore casting time for firewalls 1116 * Ignore casting time for firewalls
1117 */
1118 if (caster == op && caster->type != FIREWALL)
1119 {
1120 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1121 /* Other portions of the code may also decrement the speed of the player, so
1122 * put a lower limit so that the player isn't stuck here too long
1313 */ 1123 */
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)) 1124 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); 1125 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1322 } 1126 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1127 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); 1128 op->speed_left -= 2 * op->speed;
1326 }
1327 }
1328 1129
1329 if (op->type == PLAYER && op == caster) 1130 if (op->type == PLAYER && op == caster)
1330 { 1131 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1132 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); 1133 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1337 * object requires. 1138 * object requires.
1338 */ 1139 */
1339 if (op != caster && !skill && caster->skill) 1140 if (op != caster && !skill && caster->skill)
1340 { 1141 {
1341 skill = find_skill_by_name (op, caster->skill); 1142 skill = find_skill_by_name (op, caster->skill);
1143
1342 if (!skill) 1144 if (!skill)
1343 { 1145 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1146 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1345 return 0; 1147 return 0;
1346 } 1148 }
1347 change_skill (op, skill, 0); /* needed for proper exp credit */
1348 } 1149 }
1150
1151 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1152 return RESULT_INT (0);
1153
1154 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1155 // at least temporarily, which might not be true due to slot restrictions, but hey
1156 // invoke requires it basically.
1157
1158 object *chosen_skill = op->chosen_skill;
1159 op->chosen_skill = skill;
1349 1160
1350 switch (spell_ob->subtype) 1161 switch (spell_ob->subtype)
1351 { 1162 {
1352 /* The order of case statements is same as the order they show up 1163 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1164 * in spells.h.
1354 */ 1165 */
1355 case SP_RAISE_DEAD: 1166 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1167 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1357 break; 1168 break;
1358 1169
1359 case SP_RUNE: 1170 case SP_RUNE:
1360 success = write_rune (op, caster, spell_ob, dir, stringarg); 1171 success = write_rune (op, caster, spell_ob, dir, spellparam);
1361 break; 1172 break;
1362 1173
1363 case SP_MAKE_MARK: 1174 case SP_MAKE_MARK:
1364 success = write_mark (op, spell_ob, stringarg); 1175 success = write_mark (op, spell_ob, spellparam);
1365 break; 1176 break;
1366 1177
1367 case SP_BOLT: 1178 case SP_BOLT:
1368 success = fire_bolt (op, caster, dir, spell_ob, skill); 1179 success = fire_bolt (op, caster, dir, spell_ob, skill);
1369 break; 1180 break;
1387 case SP_SMITE: 1198 case SP_SMITE:
1388 success = cast_smite_spell (op, caster, dir, spell_ob); 1199 success = cast_smite_spell (op, caster, dir, spell_ob);
1389 break; 1200 break;
1390 1201
1391 case SP_MAGIC_MISSILE: 1202 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); 1203 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1393 break; 1204 break;
1394 1205
1395 case SP_SUMMON_GOLEM: 1206 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1207 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1208 break;
1399 1209
1400 case SP_DIMENSION_DOOR: 1210 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1211 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1212 * moved.
1403 */ 1213 */
1404 success = dimension_door (op, caster, spell_ob, dir); 1214 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1405 break; 1215 break;
1406 1216
1407 case SP_MAGIC_MAPPING: 1217 case SP_MAGIC_MAPPING:
1408 if (op->type == PLAYER) 1218 if (op->type == PLAYER)
1409 { 1219 {
1442 case SP_HEALING: 1252 case SP_HEALING:
1443 success = cast_heal (op, caster, spell_ob, dir); 1253 success = cast_heal (op, caster, spell_ob, dir);
1444 break; 1254 break;
1445 1255
1446 case SP_CREATE_FOOD: 1256 case SP_CREATE_FOOD:
1447 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1257 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1448 break; 1258 break;
1449 1259
1450 case SP_EARTH_TO_DUST: 1260 case SP_EARTH_TO_DUST:
1451 success = cast_earth_to_dust (op, caster, spell_ob); 1261 success = cast_earth_to_dust (op, caster, spell_ob);
1452 break; 1262 break;
1462 case SP_CURSE: 1272 case SP_CURSE:
1463 success = cast_curse (op, caster, spell_ob, dir); 1273 success = cast_curse (op, caster, spell_ob, dir);
1464 break; 1274 break;
1465 1275
1466 case SP_SUMMON_MONSTER: 1276 case SP_SUMMON_MONSTER:
1467 success = summon_object (op, caster, spell_ob, dir, stringarg); 1277 success = summon_object (op, caster, spell_ob, dir, spellparam);
1468 break; 1278 break;
1469 1279
1470 case SP_CHARGING: 1280 case SP_CHARGING:
1471 success = recharge (op, caster, spell_ob); 1281 success = recharge (op, caster, spell_ob);
1472 break; 1282 break;
1475#ifdef NO_POLYMORPH 1285#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1286 /* 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 1287 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1288 * it was disabled), they get some feedback.
1479 */ 1289 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1290 op->failmsg ("The spell fizzles!");
1481 success = 0; 1291 success = 0;
1482#else 1292#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1293 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1294#endif
1485 break; 1295 break;
1505 break; 1315 break;
1506 1316
1507 case SP_MOVING_BALL: 1317 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1318 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1319 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1320 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1511 success = 0; 1321 success = 0;
1512 } 1322 }
1513 else 1323 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1324 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1515 break; 1325 break;
1516 1326
1517 case SP_SWARM: 1327 case SP_SWARM:
1518 success = fire_swarm (op, caster, spell_ob, dir); 1328 success = fire_swarm (op, caster, spell_ob, dir);
1519 break; 1329 break;
1526 /* in rune.c */ 1336 /* in rune.c */
1527 success = dispel_rune (op, caster, spell_ob, skill, dir); 1337 success = dispel_rune (op, caster, spell_ob, skill, dir);
1528 break; 1338 break;
1529 1339
1530 case SP_CREATE_MISSILE: 1340 case SP_CREATE_MISSILE:
1531 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1341 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1532 break; 1342 break;
1533 1343
1534 case SP_CONSECRATE: 1344 case SP_CONSECRATE:
1535 success = cast_consecrate (op, caster, spell_ob); 1345 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1346 break;
1537 1347
1538 case SP_ANIMATE_WEAPON: 1348 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1349 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1350 break;
1542 1351
1543 case SP_LIGHT: 1352 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1353 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1354 break;
1558 1367
1559 case SP_AURA: 1368 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1369 success = create_aura (op, caster, spell_ob);
1561 break; 1370 break;
1562 1371
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1372 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1373 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1569 break; 1374 break;
1570 1375
1571 default: 1376 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); 1377 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 { 1378 }
1584 free (stringarg); 1379
1585 stringarg = NULL; 1380 // restore chosen_skill
1586 } 1381 op->chosen_skill = chosen_skill;
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1382
1588 * to something like use_magic_item, but you really want to be able to fire 1383 op->play_sound (
1589 * it again. 1384 success
1590 */ 1385 ? spell_ob->sound
1591 if (op->contr) 1386 ? spell_ob->sound
1592 op->contr->shoottype = (rangetype) old_shoottype; 1387 : sound_find ("spell_success")
1388 : sound_find ("fumble_spell")
1389 );
1593 1390
1594 return success; 1391 return success;
1595} 1392}
1596 1393
1597
1598/* This is called from time.c/process_object(). That function 1394/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1395 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1396 * then dispatches them to the appropriate specific routines.
1601 */ 1397 */
1602void 1398void
1603move_spell_effect (object *op) 1399move_spell_effect (object *op)
1604{ 1400{
1644 move_aura (op); 1440 move_aura (op);
1645 break; 1441 break;
1646 } 1442 }
1647} 1443}
1648 1444
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 1445/* This is called by move_apply. Basically, if someone
1668 * moves onto a spell effect and the walk_on or fly_on flags 1446 * 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 1447 * are set, this is called. This should only be called for
1670 * objects of the appropraite type. 1448 * objects of the appropriate type.
1671 */ 1449 */
1672void 1450void
1673apply_spell_effect (object *spell, object *victim) 1451apply_spell_effect (object *spell, object *victim)
1674{ 1452{
1675 switch (spell->subtype) 1453 switch (spell->subtype)
1676 { 1454 {
1677 case SP_CONE: 1455 case SP_CONE:
1678 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1456 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1679 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1680 break; 1458 break;
1681 1459
1682 case SP_MAGIC_MISSILE: 1460 case SP_MAGIC_MISSILE:
1683 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (victim->flag [FLAG_ALIVE])
1684 { 1462 {
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1463 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686
1687 if (!spell->destroyed ())
1688 spell->destroy (); 1464 spell->destroy ();
1689 } 1465 }
1690 break; 1466 break;
1691 1467
1692 case SP_MOVING_BALL: 1468 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1469 if (victim->flag [FLAG_ALIVE])
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1471 else if (victim->material != MATERIAL_NULL)
1696 save_throw_object (victim, spell->attacktype, spell); 1472 save_throw_object (victim, spell->attacktype, spell);
1473
1697 break; 1474 break;
1698 } 1475 }
1699} 1476}
1477
1478/**
1479 * This function will let a fireball explode at the position of
1480 * the victim with a specific maximum level.
1481 */
1482void
1483create_exploding_ball_at (object *victim, int level)
1484{
1485 object *ball = archetype::get (EXPLODING_FIREBALL);
1486 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1487 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1488 ball->insert_at (victim);
1489}

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