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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 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
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
23 */ 22 *
24 23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25 25
26#include <global.h> 26#include <global.h>
27#include <spells.h> 27#include <spells.h>
28#include <object.h> 28#include <object.h>
29#include <errno.h> 29#include <errno.h>
35/* 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
36 * 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
37 * matching spells are used. 37 * matching spells are used.
38 */ 38 */
39object * 39object *
40find_random_spell_in_ob (object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 41{
42 int k = 0, s; 42 int k = 0, s;
43 object *tmp;
44 43
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 46 k++;
48 47
49 /* No spells, no need to progess further */ 48 /* No spells, no need to progess further */
50 if (!k) 49 if (!k)
51 return NULL; 50 return NULL;
52 51
53 s = RANDOM () % k; 52 s = rndm (k);
54 53
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 56 if (!s)
59 return tmp; 57 return tmp;
60 else 58 else
61 s--; 59 s--;
62 } 60
63 /* Should never get here, but just in case */ 61 /* Should never get here, but just in case */
64 return NULL; 62 return 0;
65} 63}
66 64
67/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 77 dest->skill = spob->skill;
80 else 78 else
81 dest->skill = caster->skill; 79 dest->skill = caster->skill;
82} 80}
83 81
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
153 * 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
154 */ 84 */
155void 85void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 87{
158 if (spob->other_arch) 88 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 89 map->insert (spob->other_arch->instance (), x, y, originator);
160} 90}
161 91
162/* 92static int
163 * This function takes a caster and spell and presents the 93attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 94{
175 int new_level; 95 // compute the attuned/repelled bonus
176 96 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 97 // repell has no such quarrels
178 return 1; 98 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 99 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 100}
186 101
187/* This function returns the effective level the spell 102/* This function returns the effective level the spell
188 * is being cast at. 103 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 104 */
193int 105int
194caster_level (object *caster, object *spell) 106casting_level (object *caster, object *spell)
195{ 107{
196 int level = caster->level; 108 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 109
207 /* 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. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 111 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 112 {
210 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);
211 int sk_level = skill ? skill->level : 1; 114 int sk_level = skill ? skill->level : 1;
212 115
213 level = MIN (level, sk_level + level / 10 + 1); 116 level = min (level, sk_level + level / 10 + 1);
214 } 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;
215 121
216 /* Got valid caster level. Now adjust for attunement */ 122 int bonus = attuned_bonus (caster, spell, level);
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 123
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 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);
219 129
220 /* 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
221 * errors in various places. 131 * errors in various places.
222 */ 132 */
223 return max (level, 1); 133 return clamp (level, 1, settings.max_level);
224} 134}
225 135
226/* The following function scales the spellpoint cost of 136/* The following function scales the spellpoint cost of
227 * a spell by it's increased effectiveness. Some of the 137 * a spell by it's increased effectiveness. Some of the
228 * lower level spells become incredibly vicious at high 138 * lower level spells become incredibly vicious at high
232 * caster is what is casting the spell, can be op. 142 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 143 * spell is the spell object.
234 * 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
235 * mana. In that case, we return which ever value is higher. 145 * mana. In that case, we return which ever value is higher.
236 */ 146 */
237
238sint16 147sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 148SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 149{
241 int sp, grace, level = caster_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
242 151
243 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
244 { 153 {
245 if (spell->stats.sp && spell->stats.maxsp) 154 if (spell->stats.sp && spell->stats.maxsp)
246 {
247 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));
248 }
249 else 156 else
250 sp = spell->stats.sp; 157 sp = spell->stats.sp;
251 158
252 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
253 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
254 sp = 1; 161 sp = 1;
255 162
256 if (spell->stats.grace && spell->stats.maxgrace) 163 if (spell->stats.grace && spell->stats.maxgrace)
257 {
258 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));
259 }
260 else 165 else
261 grace = spell->stats.grace; 166 grace = spell->stats.grace;
262 167
263 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
264 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
265 grace = 1; 170 grace = 1;
266 } 171 }
267 else 172 else
268 { 173 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 174 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 175 if (spell->stats.sp && !sp)
271 sp = 1; 176 sp = 1;
177
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 178 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
274 grace = 1; 180 grace = 1;
275 } 181 }
182
276 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 184 return max (sp, grace);
278 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
279 return grace; 186 return grace;
280 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
281 return sp; 188 return sp;
282 else 189 else
284 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);
285 return 0; 192 return 0;
286 } 193 }
287} 194}
288 195
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}
289 206
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 207/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 208 * spob is the spell we are adjusting.
292 */ 209 */
293int 210int
294SP_level_dam_adjust (object *caster, object *spob) 211SP_level_dam_adjust (object *caster, object *spob)
295{ 212{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 213 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 214 return 0;
215
216 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 217}
307 218
308/* Adjust the strength of the spell based on level. 219/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 220 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 221 * but instead looks at the level_modifier value.
311 */ 222 */
312int 223int
313SP_level_duration_adjust (object *caster, object *spob) 224SP_level_duration_adjust (object *caster, object *spob)
314{ 225{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 226 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 227 return 0;
228
229 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 230}
327 231
328/* Adjust the strength of the spell based on level. 232/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 233 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 234 * but instead looks at the level_modifier value.
331 */ 235 */
332int 236int
333SP_level_range_adjust (object *caster, object *spob) 237SP_level_range_adjust (object *caster, object *spob)
334{ 238{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 239 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 240 return 0;
241
242 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 243}
347 244
348/* 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
349 * as an existing spell, we presume they know it. 246 * as an existing spell, we presume they know it.
350 * 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.
351 */ 248 */
352object * 249object *
353check_spell_known (object *op, const char *name) 250check_spell_known (object *op, shstr_cmp name)
354{ 251{
355 object *spop; 252 object *spop;
356 253
357 for (spop = op->inv; spop; spop = spop->below) 254 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 255 if (spop->type == SPELL && spop->name == name)
359 return spop; 256 return spop;
360 257
361 return NULL; 258 return 0;
362} 259}
363 260
364 261/*
365/*
366 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 267 * exact match, we also return NULL.
372 */ 268 */
373
374object * 269object *
375lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
376{ 271{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 272 if (shstr_cmp name = prefix)
378 int nummatch = 0; 273 {
379 274 // case 1, match spell name exactly
380 if (spname == NULL)
381 return NULL;
382
383 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name.
386 */
387 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;
388 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
389 if (spob->type == SPELL) 285 if (spob->type == SPELL
390 { 286 && spob->name.length () < len
391 if (!strncmp (spob->name, spname, strlen (spname))) 287 && prefix [spob->name.length ()] <= ' '
392 { 288 && !memcmp (prefix, spob->name, spob->name.length ()))
393 nummatch++;
394 spob1 = spob;
395 }
396 else if (!strncmp (spob->name, spname, strlen (spob->name)))
397 {
398 /* if spells have ambiguous names, it makes matching
399 * really difficult. (eg, fire and fireball would
400 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion.
402 */
403 if (spob2)
404 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
405 spob2 = spob;
406 }
407 }
408 }
409 /* if we have best match, return it. Otherwise, if we have one match
410 * on the loser match, return that, otehrwise null
411 */
412 if (spob2)
413 return spob2; 289 return spob;
414 if (spob1 && nummatch == 1) 290 }
415 return spob1; 291
416 return NULL; 292 return 0;
417} 293}
418 294
419/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
420 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
421 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
424 * eg, updated for tiled maps. 300 * eg, updated for tiled maps.
425 */ 301 */
426int 302int
427reflwall (maptile *m, int x, int y, object *sp_op) 303reflwall (maptile *m, int x, int y, object *sp_op)
428{ 304{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 306 return 0;
307
433 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)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 312 return 1;
438 313
439 return 0; 314 return 0;
440} 315}
441 316
442/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
443 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
444 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
445 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
446 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
447 * in. 322 * destroys the object is unsuccessful.
448 */ 323 */
449int 324bool
450cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
451{ 326{
452 maptile *m; 327 mapxy pos (op);
453 sint16 sx, sy; 328 pos.move (dir);
454 329
455 if (dir && 330 if (!pos.normalise ()
456 ((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
457 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
458 { 333 )
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0;
462 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
463 339
464 op->map->insert (new_op, 340 new_op->set_flag (FLAG_IDENTIFIED);
465 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR);
468 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
469 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;
470} 363}
471 364
472/* 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.
473 * immune_stop is basically the attacktype of the spell (why 366 * immune_stop is basically the attacktype of the spell (why
474 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
475 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
476 * 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
477 * 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.
478 *
479 */ 371 */
480int 372int
481ok_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)
482{ 374{
483 if (!xy_normalise (m, x, y)) 375 if (!xy_normalise (m, x, y))
484 return 0; 376 return 0;
485 377
486 mapspace &ms = m->at (x, y); 378 mapspace &ms = m->at (x, y);
379 ms.update ();
487 380
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 382 return 0;
490 383
384 int max_effects = 5; // max. number of similar spells per mapspace
385
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
492 { 387 {
493 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
494 * object is using magic, don't progress. I believe we could 389 * object is using magic, don't progress. I believe we could
495 * 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
496 * 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
498 * 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
499 * 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
500 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
501 */ 396 */
502 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
503 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
504 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
506 && (tmp->type != BOW) 401 && (tmp->type != BOW)
507 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
510 // we special case floor here because there 405 // we special case floor here because there
511 // are sometimes spell effect floors 406 // are sometimes spell effect floors
512 // which are used to inflict damage 407 // which are used to inflict damage
513 // (and those shouldn't go away from 408 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC)) 410 && (immune_stop & AT_MAGIC))
516 return 0; 411 return 0;
517 412
518 /* This is to prevent 'out of control' spells. Basically, this
519 * limits one spell effect per space per spell. This is definately
520 * needed for performance reasons, and just for playability I believe.
521 * there are no such things as multispaced spells right now, so
522 * we don't need to worry about the head.
523 */
524 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525 return 0;
526
527 /*
528 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons.
531 */
532 if (tmp->arch == op->arch
533 && tmp->type == op->type 413 if (tmp->type == op->type)
534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 414 {
538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 415 if (tmp->subtype == op->subtype
539 tmp->range = MAX (tmp->range, op->range); 416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
540 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)
541 return 0; 447 return 0;
542 } 448 }
543 449
544 /* 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
545 * ground to prevent it from moving along? 451 * ground to prevent it from moving along?
546 */ 452 */
558 * dir: direction to fire in. 464 * dir: direction to fire in.
559 * 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
560 * to fire. 466 * to fire.
561 * returns 0 on failure, 1 on success. 467 * returns 0 on failure, 1 on success.
562 */ 468 */
563
564int 469int
565fire_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)
566{ 471{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 472 if (!spell->other_arch)
572 return 0; 473 return 0;
573 474
574 m = op->map; 475 object *tmp = spell->other_arch->instance ();
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 476
581 tmp = arch_to_object (spell->other_arch); 477 if (!tmp)
582
583 if (tmp == NULL)
584 return 0; 478 return 0;
585
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 tmp->destroy ();
590 return 0;
591 }
592 479
593 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);
594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 481 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595 /* 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 */
596 tmp->stats.food = tmp->duration; 483 tmp->stats.food = tmp->duration;
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 484 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 485 tmp->attacktype = spell->attacktype;
599 tmp->x = x;
600 tmp->y = y;
601 tmp->direction = dir; 486 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 487 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 488 tmp->level = casting_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 489 set_spell_skill (op, caster, spell, tmp);
608 490
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
613 return 0; 494 return 0;
614 } 495
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
616 SET_ANIMATION (tmp, dir); 497 SET_ANIMATION (tmp, dir);
617 498
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 500 move_spell_effect (tmp);
620 501
621 return 1; 502 return 1;
622} 503}
623 504
628 ****************************************************************************/ 509 ****************************************************************************/
629void 510void
630regenerate_rod (object *rod) 511regenerate_rod (object *rod)
631{ 512{
632 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
633 { 514 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 515}
640
641 516
642void 517void
643drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
644{ 519{
645 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);
664 { 539 {
665 tmp = op->owner; 540 tmp = op->owner;
666 /* 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
667 * to the caster. 542 * to the caster.
668 */ 543 */
669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
670 tmp = op; 545 tmp = op;
671 } 546 }
672 else 547 else
673 { 548 {
674 maptile *m = op->map; 549 maptile *m = op->map;
675 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
676 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
677 552
678 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
679 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
680 : 0; 555 : 0;
681 } 556 }
684 if (!tmp) 559 if (!tmp)
685 tmp = op->ms ().player (); 560 tmp = op->ms ().player ();
686 561
687 return tmp; 562 return tmp;
688} 563}
689
690
691 564
692/* raytrace: 565/* raytrace:
693 * 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
694 * 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
695 * live objects. 568 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 571 * monsters/generators only. If not, the spell will hunt players only.
699 * 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
700 * any, otherwise -1. 573 * any, otherwise -1.
701 * 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.
702 */ 575 */
703
704int 576int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 577spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 578{
707 int i, max = SIZEOFFREE; 579 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 580 sint16 nx, ny;
715 if (exclude && exclude->type) 587 if (exclude && exclude->type)
716 owner_type = exclude->type; 588 owner_type = exclude->type;
717 589
718 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
719 { 591 {
720 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
721 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
722 mp = m; 594 mp = m;
723 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
724 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
725 continue; 597 continue;
726 598
727 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
728 600
729 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
730 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
731 (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))))
732 tmp = tmp->above; 604 tmp = tmp->above;
733 605
734 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
735 return freedir[i]; 607 return freedir[i];
736 } 608 }
737 return -1; /* flag for "keep going the way you were" */ 609 return -1; /* flag for "keep going the way you were" */
738} 610}
739
740
741 611
742/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
745 */ 615 */
746 616static void
747void
748put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
749{ 618{
750 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 620 archetype *at;
752 int dir; 621 int dir;
755 624
756 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
757 return; 626 return;
758 627
759 /* find a free square nearby 628 /* find a free square nearby
760 * first we check the closest square for free squares 629 * first we check the closest square for free squares
761 */ 630 */
762 631
763 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);
764 if (dir != -1) 633 if (dir != -1)
765 { 634 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 635 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 636 * insert multipart monsters properly
768 */ 637 */
638 //TODO: use expand_tail + ...
769 while (at != NULL) 639 while (at != NULL)
770 { 640 {
771 tmp = arch_to_object (at); 641 tmp = at->instance ();
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 642 tmp->x = op->x + DIRX (dir) + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 643 tmp->y = op->y + DIRY (dir) + at->y;
774 tmp->map = op->map; 644 tmp->map = op->map;
775 if (head) 645 if (head)
776 { 646 {
777 tmp->head = head; 647 tmp->head = head;
778 prev->more = tmp; 648 prev->more = tmp;
779 } 649 }
650
780 if (!head) 651 if (!head)
781 head = tmp; 652 head = tmp;
653
782 prev = tmp; 654 prev = tmp;
655
783 at = at->more; 656 at = (archetype *)at->more;
784 } 657 }
785 658
786 if (head->randomitems) 659 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 661
789 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
790 663
791 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
793 } 666 }
794} 667}
795 668
796/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
797 * places them in nearby squares. 670 * places them in nearby squares.
804 * 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
805 * 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
806 * never used. This is however used by various failures on the 679 * never used. This is however used by various failures on the
807 * players part (alchemy, reincarnation, etc) 680 * players part (alchemy, reincarnation, etc)
808 */ 681 */
809
810int 682int
811summon_hostile_monsters (object *op, int n, const char *monstername) 683summon_hostile_monsters (object *op, int n, const char *monstername)
812{ 684{
813 int i; 685 int i;
814 686
824{ 696{
825 int attacktype; 697 int attacktype;
826 int face; 698 int face;
827} ATTACKS[22] = 699} ATTACKS[22] =
828{ 700{
829 {
830 AT_PHYSICAL, 0}, 701 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 702 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 703 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 704 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 705 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 706 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 707 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 708 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 709 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 710 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 711 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 712 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 713 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 714 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 715 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 716 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 717 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 718 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 719 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 720 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 721 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 722 { AT_FEAR, 10},
873 723};
874
875 724
876/* shuffle_attack: peterm 725/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 726 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 727 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 728 * chooses a face appropriate to the attack that is
880 * being committed by that square at the moment. 729 * being committed by that square at the moment.
881 * 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
882 * chaos. 731 * chaos.
883 * This could really be a better implementation - the 732 * This could really be a better implementation - the
884 * faces and attacktypes above are hardcoded, which is never 733 * faces and attacktypes above are hardcoded, which is never
885 * good. The faces refer to faces in the animation sequence. 734 * good. The faces refer to faces in the animation sequence.
902 { 751 {
903 SET_ANIMATION (op, ATTACKS[i].face); 752 SET_ANIMATION (op, ATTACKS[i].face);
904 } 753 }
905} 754}
906 755
907
908/* prayer_failure: This is called when a player fails 756/* prayer_failure: This is called when a player fails
909 * at casting a prayer. 757 * at casting a prayer.
910 * op is the player. 758 * op is the player.
911 * failure is basically how much grace they had. 759 * failure is basically how much grace they had.
912 * 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.
913 */ 761 */
914 762
915void 763#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
764
765static void
916prayer_failure (object *op, int failure, int power) 766prayer_failure (object *op, int failure, int power)
917{ 767{
918 const char *godname; 768 const char *godname;
919 object *tmp; 769 object *tmp;
920 770
921 if (!strcmp ((godname = determine_god (op)), "none")) 771 if (!strcmp ((godname = determine_god (op)), "none"))
922 godname = "Your spirit"; 772 godname = "Your spirit";
923 773
924 if (failure <= -20 && failure > -40) /* wonder */ 774 if (failure <= -20 && failure > -40) /* wonder */
925 { 775 {
926 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);
927 tmp = get_archetype (SPELL_WONDER); 777 tmp = archetype::get (SPELL_WONDER);
928 cast_cone (op, op, 0, tmp); 778 cast_cone (op, op, 0, tmp);
929 tmp->destroy (); 779 tmp->destroy ();
930 } 780 }
931 781
932 else if (failure <= -40 && failure > -60) /* confusion */ 782 else if (failure <= -40 && failure > -60) /* confusion */
933 { 783 {
934 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 784 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
935 confuse_player (op, op, 99); 785 confuse_player (op, op, 99);
936 } 786 }
937 else if (failure <= -60 && failure > -150) /* paralysis */ 787 else if (failure <= -60 && failure > -150) /* paralysis */
938 { 788 {
939 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 789 op->failmsgf ("%s requires you to pray NOW. "
940 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 790 "You comply, ignoring all else." HINT_GRACE,
791 godname);
941 paralyze_player (op, op, 99); 792 paralyze_player (op, op, 99);
942 } 793 }
943 else if (failure <= -150) /* blast the immediate area */ 794 else if (failure <= -150) /* blast the immediate area */
944 { 795 {
945 tmp = get_archetype (GOD_POWER); 796 tmp = archetype::get (GOD_POWER);
946 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 797 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
947 cast_magic_storm (op, tmp, power); 798 cast_magic_storm (op, tmp, power);
948 } 799 }
949} 800}
950 801
951/* 802/*
952 * spell_failure() handles the various effects for differing degrees 803 * spell_failure() handles the various effects for differing degrees
953 * of failure badness. 804 * of failure badness.
954 * op is the player that failed. 805 * op is the player that failed.
955 * failure is a random value of how badly you failed. 806 * failure is a random value of how badly you failed.
956 * 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.
957 * skill is the skill you'd need to cast the spell. 808 * skill is the skill you'd need to cast the spell.
958 */ 809 */
959
960void 810void
961spell_failure (object *op, int failure, int power, object *skill) 811spell_failure (object *op, int failure, int power, object *skill)
962{ 812{
963 object *tmp; 813 object *tmp;
964 814
965 if (settings.spell_failure_effects == FALSE) 815 if (settings.spell_failure_effects == FALSE)
966 return; 816 return;
967 817
968 if (failure <= -20 && failure > -40) /* wonder */ 818 if (failure <= -20 && failure > -40) /* wonder */
969 { 819 {
970 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 820 op->failmsg ("Your spell causes an unexpected effect.");
971 tmp = get_archetype (SPELL_WONDER); 821 tmp = archetype::get (SPELL_WONDER);
972 cast_cone (op, op, 0, tmp); 822 cast_cone (op, op, 0, tmp);
973 tmp->destroy (); 823 tmp->destroy ();
974 } 824 }
975 825
976 else if (failure <= -40 && failure > -60) /* confusion */ 826 else if (failure <= -40 && failure > -60) /* confusion */
977 { 827 {
978 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!");
979 confuse_player (op, op, 99); 829 confuse_player (op, op, 99);
980 } 830 }
981 else if (failure <= -60 && failure > -80) /* paralysis */ 831 else if (failure <= -60 && failure > -80) /* paralysis */
982 { 832 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 833 op->failmsg ("Your magic stuns you!");
984 paralyze_player (op, op, 99); 834 paralyze_player (op, op, 99);
985 } 835 }
986 else if (failure <= -80) /* blast the immediate area */ 836 else if (failure <= -80) /* blast the immediate area */
987 { 837 {
988 object *tmp; 838 object *tmp;
989 839
990 /* 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 */
991 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)
992 { 842 {
993 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!");
994 hit_player (op, 9998, op, AT_INTERNAL, 1); 844 hit_player (op, 9998, op, AT_INTERNAL, 1);
995 845
996 } 846 }
997 else 847 else
998 { 848 {
999 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!");
1000 tmp = get_archetype (LOOSE_MANA); 850 tmp = archetype::get (LOOSE_MANA);
1001 tmp->level = skill->level; 851 tmp->level = skill->level;
1002 852
1003 /* increase the area of destruction a little for more powerful spells */ 853 /* increase the area of destruction a little for more powerful spells */
1004 tmp->range += isqrt (power); 854 tmp->range += isqrt (power);
1005 855
1013 tmp->insert_at (op); 863 tmp->insert_at (op);
1014 } 864 }
1015 } 865 }
1016} 866}
1017 867
1018int 868static int
1019cast_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)
1020{ 870{
1021 int success;
1022 object *spell;
1023
1024 if (!spell_ob->other_arch) 871 if (!spell_ob->other_arch)
1025 { 872 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 873 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 874 return 0;
1028 } 875 }
1029 spell = arch_to_object (spell_ob->other_arch); 876
877 object *spell = spell_ob->other_arch->instance ();
1030 878
1031 /* Always cast spell on caster */ 879 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 880 int success = cast_spell (op, caster, dir, spell, spellparam);
1033 881
1034 if (caster->contr->party == NULL) 882 if (!op->contr || !op->contr->party)
1035 { 883 {
1036 spell->remove (); 884 spell->remove ();
1037 return success; 885 return success;
1038 } 886 }
887
1039 for_all_players (pl) 888 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 889 if ((pl->ob->contr->party == op->contr->party)
1041 { 890 && on_same_map (pl->ob, op)
891 && pl->ob != op)
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 892 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1043 } 893
1044 spell->remove (); 894 spell->remove ();
1045 return success; 895 return success;
1046} 896}
1047 897
1048/* This is where the main dispatch when someone casts a spell. 898/* This is where the main dispatch when someone casts a spell.
1053 * same as op. 903 * same as op.
1054 * 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
1055 * is self only, dir really doesn't make a difference. 905 * is self only, dir really doesn't make a difference.
1056 * 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,
1057 * we can determine what to do. 907 * we can determine what to do.
1058 * 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
1059 * 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
1060 * 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,
1061 * etc. 911 * etc.
1062 * 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
1063 * 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
1070 * 920 *
1071 * 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),
1072 * this function will decrease the mana/grace appropriately. For other 922 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 923 * objects, the caller should do what it considers appropriate.
1074 */ 924 */
1075
1076int 925int
1077cast_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)
1078{ 927{
1079 const char *godname; 928 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 929 int success = 0;
1081 object *skill = NULL;
1082 930
1083 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
1084 934
1085 if (!spell_ob) 935 if (!spell_ob)
1086 { 936 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 937 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 938 return 0;
1096 { 946 {
1097 LOG (llevError, "cast_spell: null caster object passed\n"); 947 LOG (llevError, "cast_spell: null caster object passed\n");
1098 return 0; 948 return 0;
1099 } 949 }
1100 950
1101 /* 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
1102 * an issue, because they don't have any spellpaths set up. 952 * an issue, because they don't have any spellpaths set up.
1103 */ 953 */
1104 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])
1105 { 955 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 956 op->failmsg ("That spell path is denied to you.");
1107 return 0; 957 return 0;
1108 } 958 }
1109 959
960 object *skill = 0;
961
1110 /* 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
1111 * (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
1112 * checks. We let monsters do special things - eg, they 964 * checks. We let monsters do special things - eg, they
1113 * 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
1114 * should take care of that. 966 * should take care of that.
1115 * 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
1116 * 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
1117 * at least process that code. 969 * at least process that code.
1118 */ 970 */
1119 if (op->type == PLAYER && op == caster) 971 if (op->type == PLAYER && op == caster)
1120 { 972 {
1121 cast_level = caster_level (caster, spell_ob);
1122 if (spell_ob->skill) 973 if (spell_ob->skill)
1123 { 974 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 975 skill = find_skill_by_name (op, spell_ob->skill);
976
1125 if (!skill) 977 if (!skill)
1126 { 978 {
1127 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);
1128 return 0; 983 return 0;
1129 } 984 }
1130 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)
1131 { 991 {
1132 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 ())
1133 return 0; 1008 return 0;
1134 } 1009 }
1135 } 1010 }
1011
1136 /* 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
1137 * to have sufficient grace/mana. 1013 * to have sufficient grace/mana.
1138 */ 1014 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1015 if (!op->flag [FLAG_WIZCAST])
1140 { 1016 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1017 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 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)
1143 { 1019 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1020 op->failmsg ("You don't have enough mana!");
1145 return 0; 1021 return 0;
1146 } 1022 }
1147 1023
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1024 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 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)
1150 { 1026 {
1151 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 -
1152 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)
1153 {
1154 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));
1155 }
1156 else 1030 else
1157 { 1031 {
1158 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);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1033 op->failmsgf ("%s ignores your prayer.", godname);
1160 return 0; 1034 return 0;
1161 } 1035 }
1162 } 1036 }
1163 1037
1164 /* player/monster is trying to cast the spell. might fumble it */ 1038 /* player/monster is trying to cast the spell. might fumble it */
1165 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) <
1166 (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]))
1167 { 1041 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1042 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1043 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1044
1174 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);
1175 return 0; 1046 return 0;
1176 } 1047 }
1177 else if (spell_ob->stats.sp) 1048 else if (spell_ob->stats.sp)
1178 { 1049 {
1179 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;
1180 1051
1181 if (failure < 0) 1052 if (failure < 0)
1182 { 1053 {
1183 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.");
1184 if (settings.spell_failure_effects == TRUE) 1055 if (settings.spell_failure_effects == TRUE)
1185 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);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1057
1187 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);
1188 return 0; 1059 return 0;
1189 } 1060 }
1190 } 1061 }
1191 } 1062 }
1192 } 1063 }
1193 1064
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1065 int mflags = op->ms ().flags ();
1195 1066
1196 /* 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
1197 * not alive, then this would mean that the mapmaker put the 1068 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1069 * objects on the space - presume that they know what they are
1199 * doing. 1070 * doing.
1200 */ 1071 */
1201 1072
1202 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 :-)!
1203 { 1074 {
1075 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1204 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!");
1205 return 0; 1077 return 0;
1206 } 1078 }
1207 1079
1208 if ((spell_ob->type == SPELL) 1080 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1081 && (caster->type != POTION)
1210 && !QUERY_FLAG (op, FLAG_WIZCAST) 1082 && !op->flag [FLAG_WIZCAST]
1211 && (QUERY_FLAG (caster, FLAG_ALIVE) 1083 && (caster->flag [FLAG_ALIVE]
1212 || QUERY_FLAG (op, FLAG_ALIVE)) 1084 || op->flag [FLAG_ALIVE])
1213 && (((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)))
1214 { 1086 {
1215 if (op->type != PLAYER) 1087 if (op->type != PLAYER)
1216 return 0; 1088 return 0;
1217 1089
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1090 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 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);
1220 else 1092 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1093 {
1223 case range_magic: 1094 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1095 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1096 else if (item->type == SCROLL)
1226 case range_misc: 1097 op->failmsg ("Something blocks the magic of your scroll.");
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1251 }
1252 else 1098 else
1253 op->spellarg = NULL; 1099 op->failmsg ("Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1100 }
1262 else 1101 else
1263 { /* casting_time == 0 */ 1102 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1103
1265 spell_ob = op->spell; 1104 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1105 }
1106
1107 // undo the flood protection from earlier
1108 op->speed_left += 4 * op->speed; // ~0.5s on failure
1109
1271 /* Take into account how long it takes to cast the spell. 1110 /* Take into account how long it takes to cast the spell.
1272 * 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
1273 * the spell object. If it is a spell object, have it 1112 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1113 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1114 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1115 * the player any time.
1277 * 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
1278 */ 1123 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 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)
1286 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;
1287 } 1126 }
1288 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)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1128 op->speed_left -= 2 * op->speed;
1291 }
1292 }
1293 1129
1294 if (op->type == PLAYER && op == caster) 1130 if (op->type == PLAYER && op == caster)
1295 { 1131 {
1296 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);
1297 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);
1302 * object requires. 1138 * object requires.
1303 */ 1139 */
1304 if (op != caster && !skill && caster->skill) 1140 if (op != caster && !skill && caster->skill)
1305 { 1141 {
1306 skill = find_skill_by_name (op, caster->skill); 1142 skill = find_skill_by_name (op, caster->skill);
1143
1307 if (!skill) 1144 if (!skill)
1308 { 1145 {
1309 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));
1310 return 0; 1147 return 0;
1311 } 1148 }
1312 change_skill (op, skill, 0); /* needed for proper exp credit */
1313 } 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;
1314 1160
1315 switch (spell_ob->subtype) 1161 switch (spell_ob->subtype)
1316 { 1162 {
1317 /* 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
1318 * in in spells.h. 1164 * in spells.h.
1319 */ 1165 */
1320 case SP_RAISE_DEAD: 1166 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1167 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1322 break; 1168 break;
1323 1169
1324 case SP_RUNE: 1170 case SP_RUNE:
1325 success = write_rune (op, caster, spell_ob, dir, stringarg); 1171 success = write_rune (op, caster, spell_ob, dir, spellparam);
1326 break; 1172 break;
1327 1173
1328 case SP_MAKE_MARK: 1174 case SP_MAKE_MARK:
1329 success = write_mark (op, spell_ob, stringarg); 1175 success = write_mark (op, spell_ob, spellparam);
1330 break; 1176 break;
1331 1177
1332 case SP_BOLT: 1178 case SP_BOLT:
1333 success = fire_bolt (op, caster, dir, spell_ob, skill); 1179 success = fire_bolt (op, caster, dir, spell_ob, skill);
1334 break; 1180 break;
1352 case SP_SMITE: 1198 case SP_SMITE:
1353 success = cast_smite_spell (op, caster, dir, spell_ob); 1199 success = cast_smite_spell (op, caster, dir, spell_ob);
1354 break; 1200 break;
1355 1201
1356 case SP_MAGIC_MISSILE: 1202 case SP_MAGIC_MISSILE:
1357 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);
1358 break; 1204 break;
1359 1205
1360 case SP_SUMMON_GOLEM: 1206 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1207 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1208 break;
1364 1209
1365 case SP_DIMENSION_DOOR: 1210 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1211 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1212 * moved.
1368 */ 1213 */
1369 success = dimension_door (op, caster, spell_ob, dir); 1214 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1370 break; 1215 break;
1371 1216
1372 case SP_MAGIC_MAPPING: 1217 case SP_MAGIC_MAPPING:
1373 if (op->type == PLAYER) 1218 if (op->type == PLAYER)
1374 { 1219 {
1407 case SP_HEALING: 1252 case SP_HEALING:
1408 success = cast_heal (op, caster, spell_ob, dir); 1253 success = cast_heal (op, caster, spell_ob, dir);
1409 break; 1254 break;
1410 1255
1411 case SP_CREATE_FOOD: 1256 case SP_CREATE_FOOD:
1412 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1257 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1413 break; 1258 break;
1414 1259
1415 case SP_EARTH_TO_DUST: 1260 case SP_EARTH_TO_DUST:
1416 success = cast_earth_to_dust (op, caster, spell_ob); 1261 success = cast_earth_to_dust (op, caster, spell_ob);
1417 break; 1262 break;
1427 case SP_CURSE: 1272 case SP_CURSE:
1428 success = cast_curse (op, caster, spell_ob, dir); 1273 success = cast_curse (op, caster, spell_ob, dir);
1429 break; 1274 break;
1430 1275
1431 case SP_SUMMON_MONSTER: 1276 case SP_SUMMON_MONSTER:
1432 success = summon_object (op, caster, spell_ob, dir, stringarg); 1277 success = summon_object (op, caster, spell_ob, dir, spellparam);
1433 break; 1278 break;
1434 1279
1435 case SP_CHARGING: 1280 case SP_CHARGING:
1436 success = recharge (op, caster, spell_ob); 1281 success = recharge (op, caster, spell_ob);
1437 break; 1282 break;
1440#ifdef NO_POLYMORPH 1285#ifdef NO_POLYMORPH
1441 /* 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
1442 * 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
1443 * it was disabled), they get some feedback. 1288 * it was disabled), they get some feedback.
1444 */ 1289 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1290 op->failmsg ("The spell fizzles!");
1446 success = 0; 1291 success = 0;
1447#else 1292#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1293 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1294#endif
1450 break; 1295 break;
1470 break; 1315 break;
1471 1316
1472 case SP_MOVING_BALL: 1317 case SP_MOVING_BALL:
1473 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)
1474 { 1319 {
1475 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);
1476 success = 0; 1321 success = 0;
1477 } 1322 }
1478 else 1323 else
1479 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);
1480 break; 1325 break;
1481 1326
1482 case SP_SWARM: 1327 case SP_SWARM:
1483 success = fire_swarm (op, caster, spell_ob, dir); 1328 success = fire_swarm (op, caster, spell_ob, dir);
1484 break; 1329 break;
1491 /* in rune.c */ 1336 /* in rune.c */
1492 success = dispel_rune (op, caster, spell_ob, skill, dir); 1337 success = dispel_rune (op, caster, spell_ob, skill, dir);
1493 break; 1338 break;
1494 1339
1495 case SP_CREATE_MISSILE: 1340 case SP_CREATE_MISSILE:
1496 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1341 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1497 break; 1342 break;
1498 1343
1499 case SP_CONSECRATE: 1344 case SP_CONSECRATE:
1500 success = cast_consecrate (op, caster, spell_ob); 1345 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1346 break;
1502 1347
1503 case SP_ANIMATE_WEAPON: 1348 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1349 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1350 break;
1507 1351
1508 case SP_LIGHT: 1352 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1353 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1354 break;
1523 1367
1524 case SP_AURA: 1368 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1369 success = create_aura (op, caster, spell_ob);
1526 break; 1370 break;
1527 1371
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1372 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1373 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1534 break; 1374 break;
1535 1375
1536 default: 1376 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 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);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 { 1378 }
1549 free (stringarg); 1379
1550 stringarg = NULL; 1380 // restore chosen_skill
1551 } 1381 op->chosen_skill = chosen_skill;
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1382
1553 * to something like use_magic_item, but you really want to be able to fire 1383 op->play_sound (
1554 * it again. 1384 success
1555 */ 1385 ? spell_ob->sound
1556 if (op->contr) 1386 ? spell_ob->sound
1557 op->contr->shoottype = (rangetype) old_shoottype; 1387 : sound_find ("spell_success")
1388 : sound_find ("fumble_spell")
1389 );
1558 1390
1559 return success; 1391 return success;
1560} 1392}
1561 1393
1562
1563/* This is called from time.c/process_object(). That function 1394/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1395 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1396 * then dispatches them to the appropriate specific routines.
1566 */ 1397 */
1567void 1398void
1568move_spell_effect (object *op) 1399move_spell_effect (object *op)
1569{ 1400{
1609 move_aura (op); 1440 move_aura (op);
1610 break; 1441 break;
1611 } 1442 }
1612} 1443}
1613 1444
1614/* this checks to see if something special should happen if
1615 * something runs into the object.
1616 */
1617void
1618check_spell_effect (object *op)
1619{
1620 switch (op->subtype)
1621 {
1622 case SP_BOLT:
1623 move_bolt (op);
1624 return;
1625
1626 case SP_BULLET:
1627 check_bullet (op);
1628 return;
1629 }
1630}
1631
1632/* This is called by move_apply. Basically, if someone 1445/* This is called by move_apply. Basically, if someone
1633 * 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
1634 * are set, this is called. This should only be called for 1447 * are set, this is called. This should only be called for
1635 * objects of the appropraite type. 1448 * objects of the appropriate type.
1636 */ 1449 */
1637void 1450void
1638apply_spell_effect (object *spell, object *victim) 1451apply_spell_effect (object *spell, object *victim)
1639{ 1452{
1640 switch (spell->subtype) 1453 switch (spell->subtype)
1641 { 1454 {
1642 case SP_CONE: 1455 case SP_CONE:
1643 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1456 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1644 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1645 break; 1458 break;
1646 1459
1647 case SP_MAGIC_MISSILE: 1460 case SP_MAGIC_MISSILE:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (victim->flag [FLAG_ALIVE])
1649 { 1462 {
1650 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1463 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651
1652 if (!spell->destroyed ())
1653 spell->destroy (); 1464 spell->destroy ();
1654 } 1465 }
1655 break; 1466 break;
1656 1467
1657 case SP_MOVING_BALL: 1468 case SP_MOVING_BALL:
1658 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1469 if (victim->flag [FLAG_ALIVE])
1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1660 else if (victim->materialname) 1471 else if (victim->material != MATERIAL_NULL)
1661 save_throw_object (victim, spell->attacktype, spell); 1472 save_throw_object (victim, spell->attacktype, spell);
1473
1662 break; 1474 break;
1663 } 1475 }
1664} 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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