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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 1.79 by root, Mon Sep 29 06:32:09 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
39 */ 36 */
40object * 37object *
41find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
42{ 39{
43 int k = 0, s; 40 int k = 0, s;
44 object *tmp;
45 41
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 44 k++;
49 45
50 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
51 if (!k) 47 if (!k)
52 return NULL; 48 return NULL;
53 49
54 s = RANDOM () % k; 50 s = RANDOM () % k;
55 51
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 54 if (!s)
60 return tmp; 55 return tmp;
61 else 56 else
62 s--; 57 s--;
63 } 58
64 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
65 return NULL; 60 return 0;
66} 61}
67 62
68/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 75 dest->skill = spob->skill;
81 else 76 else
82 dest->skill = caster->skill; 77 dest->skill = caster->skill;
83} 78}
84 79
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 80/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 82 */
156
157void 83void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 85{
160
161 if (spob->other_arch != NULL) 86 if (spob->other_arch)
162 { 87 map->insert (arch_to_object (spob->other_arch), 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} 88}
171 89
172/* 90/*
173 * This function takes a caster and spell and presents the 91 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 92 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 93 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 94 * spellpaths. Was called path_level_mod.
177 * 95 *
178 * caster is person casting hte spell. 96 * caster is person casting the spell.
179 * spell is the spell object. 97 * spell is the spell object.
180 * Returns modified level. 98 * Returns modified level.
181 */ 99 */
182int 100int
183min_casting_level (object *caster, object *spell) 101min_casting_level (object *caster, object *spell)
184{ 102{
185 int new_level;
186
187 if (caster->path_denied & spell->path_attuned) 103 if (caster->path_denied & spell->path_attuned)
188 return 1; 104 return 1;
189 105
190 new_level = spell->level 106 int new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0)
108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
192 109
193 return (new_level < 1) ? 1 : new_level; 110 return max (1, new_level);
194} 111}
195
196 112
197/* This function returns the effective level the spell 113/* This function returns the effective level the spell
198 * is being cast at. 114 * 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 */ 115 */
203
204int 116int
205caster_level (object *caster, object *spell) 117casting_level (object *caster, object *spell)
206{ 118{
207 int level = caster->level; 119 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 }
217 120
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 121 /* 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) 122 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 123 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 124 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1; 125 int sk_level = skill ? skill->level : 1;
223 126
224 level = MIN (level, sk_level + level / 10 + 1); 127 level = min (level, sk_level + level / 10 + 1);
225 } 128 }
129 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
130 if (object *skill = caster->contr->find_skill (spell->skill))
131 level = skill->level;
132
133 // now scale the effective level from the startinglevel..100 range to 1..100
134 if (level < 100)
135 level = lerp (level, (int)spell->level, 100, 1, 100);
226 136
227 /* Got valid caster level. Now adjust for attunement */ 137 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
143 if (caster->path_repelled & spell->path_attuned)
144 level -= ATTUNE_REPELL;
229 145
230 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 147 * errors in various places.
232 */ 148 */
233 if (level < 1)
234 level = 1;
235
236 return level; 149 return max (level, 1);
237} 150}
238 151
239/* The following function scales the spellpoint cost of 152/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 153 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 154 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 158 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 159 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and 160 * 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. 161 * mana. In that case, we return which ever value is higher.
249 */ 162 */
250
251sint16 163sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 164SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 165{
254 int sp, grace, level = caster_level (caster, spell); 166 int sp, grace, level = casting_level (caster, spell);
255 167
256 if (settings.spellpoint_level_depend == TRUE) 168 if (settings.spellpoint_level_depend == TRUE)
257 { 169 {
258 if (spell->stats.sp && spell->stats.maxsp) 170 if (spell->stats.sp && spell->stats.maxsp)
259 { 171 {
280 else 192 else
281 { 193 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 194 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 195 if (spell->stats.sp && !sp)
284 sp = 1; 196 sp = 1;
197
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 198 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 199 if (spell->stats.grace && !grace)
287 grace = 1; 200 grace = 1;
288 } 201 }
202
289 if (flags == SPELL_HIGHEST) 203 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 204 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 205 else if (flags == SPELL_GRACE)
292 return grace; 206 return grace;
293 else if (flags == SPELL_MANA) 207 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 211 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 212 return 0;
299 } 213 }
300} 214}
301 215
216/*
217 * Return the effective casting level of the spell.
218 * To make spells independent of their starting level, this function
219 * scales the range spellstartlevel .. 100 into the range 1..100
220 */
221static int
222SP_casting_level (object *caster, object *spell)
223{
224 return casting_level (caster, spell);
225}
302 226
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 227/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 228 * spob is the spell we are adjusting.
305 */ 229 */
306int 230int
307SP_level_dam_adjust (object *caster, object *spob) 231SP_level_dam_adjust (object *caster, object *spob)
308{ 232{
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) 233 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 234 return 0;
235
236 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 237}
320 238
321/* Adjust the strength of the spell based on level. 239/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 240 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 241 * but instead looks at the level_modifier value.
324 */ 242 */
325int 243int
326SP_level_duration_adjust (object *caster, object *spob) 244SP_level_duration_adjust (object *caster, object *spob)
327{ 245{
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) 246 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 247 return 0;
248
249 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 250}
340 251
341/* Adjust the strength of the spell based on level. 252/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 253 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 254 * but instead looks at the level_modifier value.
344 */ 255 */
345int 256int
346SP_level_range_adjust (object *caster, object *spob) 257SP_level_range_adjust (object *caster, object *spob)
347{ 258{
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) 259 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 260 return 0;
261
262 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 263}
360 264
361/* Checks to see if player knows the spell. If the name is the same 265/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 266 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 267 * returns 1 if they know the spell, 0 if they don't.
364 */ 268 */
365object * 269object *
366check_spell_known (object *op, const char *name) 270check_spell_known (object *op, const char *name)
367{ 271{
368 object *spop; 272 object *spop;
273 shstr_cmp name_ (name);
369 274
370 for (spop = op->inv; spop; spop = spop->below) 275 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 276 if (spop->type == SPELL && spop->name == name)
372 return spop; 277 return spop;
373 278
374 return NULL; 279 return 0;
375} 280}
376 281
377 282
378/* 283/*
379 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
437 * eg, updated for tiled maps. 342 * eg, updated for tiled maps.
438 */ 343 */
439int 344int
440reflwall (maptile *m, int x, int y, object *sp_op) 345reflwall (maptile *m, int x, int y, object *sp_op)
441{ 346{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 347 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 348 return 0;
349
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 350 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 351 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 352 && (!QUERY_FLAG (op, 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))) 353 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 354 return 1;
453 355
454 return 0; 356 return 0;
455} 357}
473 { 375 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 376 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."); 377 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 378 dir = 0;
477 } 379 }
478 new_op->x = op->x + freearr_x[dir]; 380
479 new_op->y = op->y + freearr_y[dir]; 381 SET_FLAG (new_op, FLAG_IDENTIFIED);
480 if (dir == 0) 382 op->map->insert (new_op,
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 383 op->x + freearr_x[dir], op->y + freearr_y[dir],
482 else 384 op,
483 insert_ob_in_map (new_op, op->map, op, 0); 385 dir ? 0 : INS_BELOW_ORIGINATOR);
386
484 return dir; 387 return dir;
485} 388}
486 389
487/* Returns true if it is ok to put spell *op on the space/may provided. 390/* 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 391 * immune_stop is basically the attacktype of the spell (why
490 * has the AT_MAGIC bit set, and there is a counterwall 393 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 394 * 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. 395 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 396 *
494 */ 397 */
495
496int 398int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 399ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 400{
499 object *tmp; 401 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; 402 return 0;
508 403
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 404 mapspace &ms = m->at (x, y);
405 ms.update ();
406
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 408 return 0;
511 409
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 410 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 411 {
514 /* If there is a counterspell on the space, and this 412 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 413 * 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 414 * 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 415 * 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 416 * 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 417 * 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 418 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 419 * spell to actually hit the counterwall and be sucked up.
522 */ 420 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 421 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 422 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 423 && (tmp->type != PLAYER)
424 && (tmp->type != WEAPON)
425 && (tmp->type != BOW)
426 && (tmp->type != ARROW)
427 && (tmp->type != GOLEM)
428 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
429 // we special case floor here because there
430 // are sometimes spell effect floors
431 // which are used to inflict damage
432 // (and those shouldn't go away from
433 // sanctuary) see also: permanent lava
434 && (immune_stop & AT_MAGIC))
526 return 0; 435 return 0;
527 436
528 /* This is to prevent 'out of control' spells. Basically, this 437 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately 438 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe. 439 * needed for performance reasons, and just for playability I believe.
537 /* 446 /*
538 * Combine similar spell effects into one spell effect. Needed for 447 * Combine similar spell effects into one spell effect. Needed for
539 * performance reasons with meteor swarm and the like, but also for 448 * performance reasons with meteor swarm and the like, but also for
540 * playability reasons. 449 * playability reasons.
541 */ 450 */
542 if (tmp->arch == op->arch 451 if (tmp->arch == op->arch /* no harm if not comparing by name here */
543 && tmp->type == op->type 452 && tmp->type == op->type
544 && tmp->subtype == op->subtype 453 && tmp->subtype == op->subtype
454 && tmp->owner == op->owner
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 455 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 456 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 457 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548 tmp->range = MAX (tmp->range, op->range); 458 tmp->range = MAX (tmp->range, op->range);
549 tmp->duration = MAX (tmp->duration, op->duration); 459 tmp->duration = MAX (tmp->duration, op->duration);
550 return 0; 460 return 0;
552 462
553 /* Perhaps we should also put checks in for no magic and unholy 463 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 464 * ground to prevent it from moving along?
555 */ 465 */
556 } 466 }
467
557 /* If it passes the above tests, it must be OK */ 468 /* If it passes the above tests, it must be OK */
558 return 1; 469 return 1;
559} 470}
560 471
561/* fire_arch_from_position: fires an archetype. 472/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 477 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 478 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 479 * to fire.
569 * returns 0 on failure, 1 on success. 480 * returns 0 on failure, 1 on success.
570 */ 481 */
571
572int 482int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 483fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 484{
575 object *tmp;
576 int mflags;
577 maptile *m;
578
579 if (spell->other_arch == NULL) 485 if (!spell->other_arch)
580 return 0; 486 return 0;
581 487
582 m = op->map; 488 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 }
588 489
589 tmp = arch_to_object (spell->other_arch); 490 if (!tmp)
590
591 if (tmp == NULL)
592 return 0; 491 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 }
600 492
601 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 493 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
602 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 494 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603 /* code in time.c uses food for some things, duration for others */ 495 /* code in time.c uses food for some things, duration for others */
604 tmp->stats.food = tmp->duration; 496 tmp->stats.food = tmp->duration;
605 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 497 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606 tmp->attacktype = spell->attacktype; 498 tmp->attacktype = spell->attacktype;
607 tmp->x = x;
608 tmp->y = y;
609 tmp->direction = dir; 499 tmp->direction = dir;
610 if (op->owner != NULL)
611 tmp->set_owner (op); 500 tmp->set_owner (op);
612 else
613 tmp->set_owner (op);
614 tmp->level = caster_level (caster, spell); 501 tmp->level = casting_level (caster, spell);
615 set_spell_skill (op, caster, spell, tmp); 502 set_spell_skill (op, caster, spell, tmp);
616 503
617 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 504 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 505 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619 {
620 if (!tailor_god_spell (tmp, op)) 506 if (!tailor_god_spell (tmp, op))
621 return 0; 507 return 0;
622 } 508
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 509 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 510 SET_ANIMATION (tmp, dir);
625 511
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 512 if ((tmp = op->map->insert (tmp, x, y, op)))
627 return 1;
628
629 move_spell_effect (tmp); 513 move_spell_effect (tmp);
630 514
631 return 1; 515 return 1;
632} 516}
633
634
635 517
636/***************************************************************************** 518/*****************************************************************************
637 * 519 *
638 * Code related to rods - perhaps better located in another file? 520 * Code related to rods - perhaps better located in another file?
639 * 521 *
640 ****************************************************************************/ 522 ****************************************************************************/
641
642void 523void
643regenerate_rod (object *rod) 524regenerate_rod (object *rod)
644{ 525{
645 if (rod->stats.hp < rod->stats.maxhp) 526 if (rod->stats.hp < rod->stats.maxhp)
646 { 527 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
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} 528}
653
654 529
655void 530void
656drain_rod_charge (object *rod) 531drain_rod_charge (object *rod)
657{ 532{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 533 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 534}
660
661
662
663 535
664/* this function is commonly used to find a friendly target for 536/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 537 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 538 * 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 539 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 540 * NULL if no good object.
669 */ 541 */
670
671object * 542object *
672find_target_for_friendly_spell (object *op, int dir) 543find_target_for_friendly_spell (object *op, int dir)
673{ 544{
674 object *tmp; 545 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 546
679 /* I don't really get this block - if op isn't a player or rune, 547 /* 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. 548 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 549 * The owner could very well be no where near op.
682 */ 550 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 557 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 558 tmp = op;
691 } 559 }
692 else 560 else
693 { 561 {
694 m = op->map; 562 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 563 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 564 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 { 565
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 566 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 567 ? m->at (x, y).player ()
706 break; 568 : 0;
707 }
708 } 569 }
570
709 /* didn't find a player there, look in current square for a player */ 571 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 572 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 573 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 574
717 return tmp; 575 return tmp;
718} 576}
719
720
721 577
722/* raytrace: 578/* raytrace:
723 * spell_find_dir(map, x, y, exclude) will search first the center square 579 * 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 580 * then some close squares in the given map at the given coordinates for
725 * live objects. 581 * live objects.
728 * monsters/generators only. If not, the spell will hunt players only. 584 * 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 585 * It returns the direction toward the first/closest live object if it finds
730 * any, otherwise -1. 586 * any, otherwise -1.
731 * note that exclude can be NULL, in which case all bets are off. 587 * note that exclude can be NULL, in which case all bets are off.
732 */ 588 */
733
734int 589int
735spell_find_dir (maptile *m, int x, int y, object *exclude) 590spell_find_dir (maptile *m, int x, int y, object *exclude)
736{ 591{
737 int i, max = SIZEOFFREE; 592 int i, max = SIZEOFFREE;
738 sint16 nx, ny; 593 sint16 nx, ny;
765 return freedir[i]; 620 return freedir[i];
766 } 621 }
767 return -1; /* flag for "keep going the way you were" */ 622 return -1; /* flag for "keep going the way you were" */
768} 623}
769 624
770
771
772/* put_a_monster: puts a monster named monstername near by 625/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 626 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 627 * also deals with multipart monsters properly.
775 */ 628 */
776
777void 629void
778put_a_monster (object *op, const char *monstername) 630put_a_monster (object *op, const char *monstername)
779{ 631{
780 object *tmp, *head = NULL, *prev = NULL; 632 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 633 archetype *at;
788 640
789 /* find a free square nearby 641 /* find a free square nearby
790 * first we check the closest square for free squares 642 * first we check the closest square for free squares
791 */ 643 */
792 644
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 645 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 646 if (dir != -1)
795 { 647 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 648 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 649 * insert multipart monsters properly
798 */ 650 */
651 //TODO: use expand_tail + ...
799 while (at != NULL) 652 while (at != NULL)
800 { 653 {
801 tmp = arch_to_object (at); 654 tmp = arch_to_object (at);
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 655 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 656 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 657 tmp->map = op->map;
805 if (head) 658 if (head)
806 { 659 {
807 tmp->head = head; 660 tmp->head = head;
808 prev->more = tmp; 661 prev->more = tmp;
809 } 662 }
663
810 if (!head) 664 if (!head)
811 head = tmp; 665 head = tmp;
666
812 prev = tmp; 667 prev = tmp;
668
813 at = at->more; 669 at = (archetype *)at->more;
814 } 670 }
815 671
816 if (head->randomitems) 672 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 673 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 674
819 insert_ob_in_map (head, op->map, op, 0); 675 insert_ob_in_map (head, op->map, op, 0);
820 676
821 /* thought it'd be cool to insert a burnout, too. */ 677 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 678 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 } 679 }
828} 680}
829 681
830/* peterm: function which summons hostile monsters and 682/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 683 * places them in nearby squares.
858{ 710{
859 int attacktype; 711 int attacktype;
860 int face; 712 int face;
861} ATTACKS[22] = 713} ATTACKS[22] =
862{ 714{
863 {
864 AT_PHYSICAL, 0}, 715 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 716 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 717 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 718 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 719 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 720 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 721 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 722 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 723 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 724 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 725 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 726 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 727 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 728 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 729 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 730 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 731 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 732 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 733 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 734 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 735 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 736 { AT_FEAR, 10},
907 737};
908
909 738
910/* shuffle_attack: peterm 739/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 740 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 741 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 742 * chooses a face appropriate to the attack that is
1031 else 860 else
1032 { 861 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 862 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 863 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 864 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 865
1039 /* increase the area of destruction a little for more powerful spells */ 866 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 867 tmp->range += isqrt (power);
1041 868
1042 if (power > 25) 869 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 870 tmp->stats.dam = 25 + isqrt (power);
1044 else 871 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 872 tmp->stats.dam = power; /* nasty recoils! */
1046 873
1047 tmp->stats.maxhp = tmp->count; 874 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 875
876 tmp->insert_at (op);
1049 } 877 }
1050 } 878 }
1051} 879}
1052 880
1053int 881int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 882cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055{ 883{
1056 int success; 884 int success;
1057 player *pl;
1058 object *spell; 885 object *spell;
1059 886
1060 if (!spell_ob->other_arch) 887 if (!spell_ob->other_arch)
1061 { 888 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 889 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 890 return 0;
1064 } 891 }
892
1065 spell = arch_to_object (spell_ob->other_arch); 893 spell = arch_to_object (spell_ob->other_arch);
1066 894
1067 /* Always cast spell on caster */ 895 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 896 success = cast_spell (op, caster, dir, spell, stringarg);
1069 897
1070 if (caster->contr->party == NULL) 898 if (caster->contr->party == NULL)
1071 { 899 {
1072 spell->remove (); 900 spell->remove ();
1073 return success; 901 return success;
1074 } 902 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 903
904 for_all_players (pl)
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 905 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1077 {
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 906 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079 } 907
1080 spell->remove (); 908 spell->remove ();
1081 return success; 909 return success;
1082} 910}
1083 911
1084/* This is where the main dispatch when someone casts a spell. 912/* This is where the main dispatch when someone casts a spell.
1106 * 934 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 935 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 936 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 937 * objects, the caller should do what it considers appropriate.
1110 */ 938 */
1111
1112int 939int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 940cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114{ 941{
1115 const char *godname; 942 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 943 int success = 0, cast_level = 0;
1117 object *skill = NULL; 944 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 945
1121 if (!spell_ob) 946 if (!spell_ob)
1122 { 947 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 948 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 949 return 0;
1152 * need to have the right skill pointer passed, so we need to 977 * need to have the right skill pointer passed, so we need to
1153 * at least process that code. 978 * at least process that code.
1154 */ 979 */
1155 if (op->type == PLAYER && op == caster) 980 if (op->type == PLAYER && op == caster)
1156 { 981 {
1157 cast_level = caster_level (caster, spell_ob);
1158 if (spell_ob->skill) 982 if (spell_ob->skill)
1159 { 983 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 984 skill = find_skill_by_name (op, spell_ob->skill);
985
1161 if (!skill) 986 if (!skill)
1162 { 987 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 988 op->failmsg (format ("You need the skill %s to cast %s! "
989 "H<You either need to learn the skill via a skill scroll "
990 "or you need to wear a talisman or holy symbol.>",
991 &spell_ob->skill, &spell_ob->name));
1164 return 0; 992 return 0;
1165 } 993 }
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 994
995 const char *msg = "";
996
997 int caster_level = skill->level;
998
999 if (op->path_attuned & spell_ob->path_attuned)
1167 { 1000 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1001 caster_level += ATTUNE_REPELL;
1002 msg = " (attuned)";
1003 }
1004
1005 if (op->path_repelled & spell_ob->path_attuned)
1006 {
1007 caster_level = ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)";
1009 }
1010
1011 int casting_level = min_casting_level (op, spell_ob);
1012
1013 if (casting_level > caster_level)
1014 {
1015 op->failmsg (format ("You lack enough skill to cast that spell! "
1016 "H<Your effective cast level is %d%s, but level %d is required.>",
1017 caster_level, msg, casting_level));
1018 if (!op->is_wiz ())
1169 return 0; 1019 return 0;
1170 } 1020 }
1171 } 1021 }
1022
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1023 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1024 * to have sufficient grace/mana.
1174 */ 1025 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1026 if (!QUERY_FLAG (op, FLAG_WIZ))
1176 { 1027 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1028 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1029 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1030 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1031 op->failmsg ("You don't have enough mana!");
1181 return 0; 1032 return 0;
1182 } 1033 }
1034
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1035 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1036 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1037 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1038 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) 1039 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); 1040 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1041 else
1192 { 1042 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1043 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); 1044 op->failmsg (format ("%s ignores your prayer.", godname));
1195 return 0; 1045 return 0;
1196 } 1046 }
1197 } 1047 }
1198 1048
1199 /* player/monster is trying to cast the spell. might fumble it */ 1049 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1050 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])) 1051 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1052 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1053 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1054 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1055
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); 1056 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1057 return 0;
1211 } 1058 }
1212 else if (spell_ob->stats.sp) 1059 else if (spell_ob->stats.sp)
1213 { 1060 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1061 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1062
1216 if (failure < 0) 1063 if (failure < 0)
1217 { 1064 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1065 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1066 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1067 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1068
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1069 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1070 return 0;
1224 } 1071 }
1225 } 1072 }
1226 } 1073 }
1227 } 1074 }
1228 1075
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1076 int mflags = op->ms ().flags ();
1230 1077
1231 /* See if we can cast a spell here. If the caster and op are 1078 /* 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 1079 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1080 * objects on the space - presume that they know what they are
1234 * doing. 1081 * doing.
1235 */ 1082 */
1236 1083
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1084 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1085 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1086 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1087 return 0;
1241 } 1088 }
1242 1089
1243 if ((spell_ob->type == SPELL) 1090 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1091 && (caster->type != POTION)
1249 { 1096 {
1250 if (op->type != PLAYER) 1097 if (op->type != PLAYER)
1251 return 0; 1098 return 0;
1252 1099
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1100 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); 1101 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1255 else 1102 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1103 {
1258 case range_magic: 1104 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1105 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1106 else if (item->type == SCROLL)
1261 case range_misc: 1107 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 1108 else
1288 op->spellarg = NULL; 1109 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 } 1110 }
1297 else 1111 else
1298 { /* casting_time == 0 */ 1112 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1113
1300 spell_ob = op->spell; 1114 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1115 }
1116
1306 /* Take into account how long it takes to cast the spell. 1117 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1118 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1119 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1120 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1121 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1122 * the player any time.
1312 * Ignore casting time for firewalls 1123 * Ignore casting time for firewalls
1124 */
1125 if (caster == op && caster->type != FIREWALL)
1126 {
1127 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1128 /* Other portions of the code may also decrement the speed of the player, so
1129 * put a lower limit so that the player isn't stuck here too long
1313 */ 1130 */
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)) 1131 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1321 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1132 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1133 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1134 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); 1135 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1136
1329 if (op->type == PLAYER && op == caster) 1137 if (op->type == PLAYER && op == caster)
1330 { 1138 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1139 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); 1140 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (op != caster && !skill && caster->skill) 1147 if (op != caster && !skill && caster->skill)
1340 { 1148 {
1341 skill = find_skill_by_name (op, caster->skill); 1149 skill = find_skill_by_name (op, caster->skill);
1342 if (!skill) 1150 if (!skill)
1343 { 1151 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1152 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1345 return 0; 1153 return 0;
1346 } 1154 }
1155
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1156 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1157 }
1158
1159 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1160 return RESULT_INT (0);
1349 1161
1350 switch (spell_ob->subtype) 1162 switch (spell_ob->subtype)
1351 { 1163 {
1352 /* The order of case statements is same as the order they show up 1164 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1165 * in in spells.h.
1354 */ 1166 */
1355 case SP_RAISE_DEAD: 1167 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1168 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357 break; 1169 break;
1358 1170
1359 case SP_RUNE: 1171 case SP_RUNE:
1387 case SP_SMITE: 1199 case SP_SMITE:
1388 success = cast_smite_spell (op, caster, dir, spell_ob); 1200 success = cast_smite_spell (op, caster, dir, spell_ob);
1389 break; 1201 break;
1390 1202
1391 case SP_MAGIC_MISSILE: 1203 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); 1204 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1393 break; 1205 break;
1394 1206
1395 case SP_SUMMON_GOLEM: 1207 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1208 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1209 break;
1399 1210
1400 case SP_DIMENSION_DOOR: 1211 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1212 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1213 * moved.
1475#ifdef NO_POLYMORPH 1286#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1287 /* 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 1288 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1289 * it was disabled), they get some feedback.
1479 */ 1290 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1291 op->failmsg ("The spell fizzles!");
1481 success = 0; 1292 success = 0;
1482#else 1293#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1294 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1295#endif
1485 break; 1296 break;
1505 break; 1316 break;
1506 1317
1507 case SP_MOVING_BALL: 1318 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1319 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1320 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1321 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1511 success = 0; 1322 success = 0;
1512 } 1323 }
1513 else 1324 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1325 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1515 break; 1326 break;
1516 1327
1517 case SP_SWARM: 1328 case SP_SWARM:
1518 success = fire_swarm (op, caster, spell_ob, dir); 1329 success = fire_swarm (op, caster, spell_ob, dir);
1519 break; 1330 break;
1535 success = cast_consecrate (op, caster, spell_ob); 1346 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1347 break;
1537 1348
1538 case SP_ANIMATE_WEAPON: 1349 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1350 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1351 break;
1542 1352
1543 case SP_LIGHT: 1353 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1354 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1355 break;
1558 1368
1559 case SP_AURA: 1369 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1370 success = create_aura (op, caster, spell_ob);
1561 break; 1371 break;
1562 1372
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1373 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1374 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569 break; 1375 break;
1570 1376
1571 default: 1377 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); 1378 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 { 1379 }
1584 free (stringarg); 1380
1585 stringarg = NULL; 1381 op->play_sound (
1586 } 1382 success
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1383 ? spell_ob->sound
1588 * to something like use_magic_item, but you really want to be able to fire 1384 ? spell_ob->sound
1589 * it again. 1385 : sound_find ("spell_success")
1590 */ 1386 : sound_find ("fumble_spell")
1591 if (op->contr) 1387 );
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593 1388
1594 return success; 1389 return success;
1595} 1390}
1596 1391
1597
1598/* This is called from time.c/process_object(). That function 1392/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1393 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1394 * then dispatches them to the appropriate specific routines.
1601 */ 1395 */
1602void 1396void
1603move_spell_effect (object *op) 1397move_spell_effect (object *op)
1604{ 1398{
1662 check_bullet (op); 1456 check_bullet (op);
1663 return; 1457 return;
1664 } 1458 }
1665} 1459}
1666 1460
1667/* This is called by move_apply. Basically, if someone 1461/* This is called by move_apply. Basically, if someone
1668 * moves onto a spell effect and the walk_on or fly_on flags 1462 * 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 1463 * are set, this is called. This should only be called for
1670 * objects of the appropraite type. 1464 * objects of the appropriate type.
1671 */ 1465 */
1672void 1466void
1673apply_spell_effect (object *spell, object *victim) 1467apply_spell_effect (object *spell, object *victim)
1674{ 1468{
1675 switch (spell->subtype) 1469 switch (spell->subtype)
1690 break; 1484 break;
1691 1485
1692 case SP_MOVING_BALL: 1486 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1487 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1488 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1489 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1490 save_throw_object (victim, spell->attacktype, spell);
1697 break; 1491 break;
1698 } 1492 }
1699} 1493}
1494

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