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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.108 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
34/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 83 */
154void 84void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 86{
157 if (spob->other_arch) 87 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159} 89}
160 90
161/* 91static int
162 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod.
166 *
167 * caster is person casting the spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 93{
174 int new_level; 94 // compute the attuned/repelled bonus
175 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
177 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178
179 new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182
183 return max (1, new_level);
184} 99}
185 100
186/* This function returns the effective level the spell 101/* This function returns the effective level the spell
187 * is being cast at. 102 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 103 */
192int 104int
193caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
194{ 106{
195 int level = caster->level; 107 int level = caster->level;
196
197 /* If this is a player, try to find the matching skill */
198 if (caster->type == PLAYER && spell->skill)
199 for (int i = 0; i < NUM_SKILLS; i++)
200 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
201 {
202 level = caster->contr->last_skill_ob[i]->level;
203 break;
204 }
205 108
206 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 { 111 {
209 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
210 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
211 114
212 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
213 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
214 120
215 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
218 128
219 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places. 130 * errors in various places.
221 */ 131 */
222 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
223} 133}
224 134
225/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
226 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
227 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
231 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
232 * spell is the spell object. 142 * spell is the spell object.
233 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
234 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
235 */ 145 */
236
237sint16 146sint16
238SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239{ 148{
240 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
241 150
242 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
243 { 152 {
244 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
245 {
246 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
247 }
248 else 155 else
249 sp = spell->stats.sp; 156 sp = spell->stats.sp;
250 157
251 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
252 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
253 sp = 1; 160 sp = 1;
254 161
255 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
256 {
257 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
258 }
259 else 164 else
260 grace = spell->stats.grace; 165 grace = spell->stats.grace;
261 166
262 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
263 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
264 grace = 1; 169 grace = 1;
265 } 170 }
266 else 171 else
267 { 172 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
270 sp = 1; 175 sp = 1;
176
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
273 grace = 1; 179 grace = 1;
274 } 180 }
181
275 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 183 return max (sp, grace);
277 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
278 return grace; 185 return grace;
279 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
280 return sp; 187 return sp;
281 else 188 else
283 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
284 return 0; 191 return 0;
285 } 192 }
286} 193}
287 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
288 205
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
291 */ 208 */
292int 209int
293SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
294{ 211{
295 int level = caster_level (caster, spob);
296 int adj = level - min_casting_level (caster, spob);
297
298 if (adj < 0)
299 adj = 0;
300 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
305} 216}
306 217
307/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
310 */ 221 */
311int 222int
312SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
313{ 224{
314 int level = caster_level (caster, spob);
315 int adj = level - min_casting_level (caster, spob);
316
317 if (adj < 0)
318 adj = 0;
319 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
325} 229}
326 230
327/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
330 */ 234 */
331int 235int
332SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
333{ 237{
334 int level = caster_level (caster, spob);
335 int adj = level - min_casting_level (caster, spob);
336
337 if (adj < 0)
338 adj = 0;
339 if (spob->range_modifier) 238 if (!spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
345} 242}
346 243
347/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
348 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
349 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
350 */ 247 */
351object * 248object *
352check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
353{ 250{
354 object *spop; 251 object *spop;
355 252
356 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
358 return spop; 255 return spop;
359 256
360 return NULL; 257 return 0;
361} 258}
362
363 259
364/* 260/*
365 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
366 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
367 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
368 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
369 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
370 * exact match, we also return NULL. 266 * exact match, we also return NULL.
371 */ 267 */
372
373object * 268object *
374lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
375{ 270{
376 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
377 int nummatch = 0; 272 int nummatch = 0;
378 273
379 if (spname == NULL) 274 if (!spname)
380 return NULL; 275 return 0;
381 276
382 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
383 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
384 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
385 */ 280 */
386 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
387 { 282 {
388 if (spob->type == SPELL) 283 if (spob->type == SPELL)
389 { 284 {
285 // TODO: WTF?
390 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
391 { 287 {
392 nummatch++; 288 nummatch++;
393 spob1 = spob; 289 spob1 = spob;
394 } 290 }
399 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
400 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
401 */ 297 */
402 if (spob2) 298 if (spob2)
403 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
404 spob2 = spob; 301 spob2 = spob;
405 } 302 }
406 } 303 }
407 } 304 }
408 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
409 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
410 */ 307 */
411 if (spob2) 308 if (spob2)
412 return spob2; 309 return spob2;
310
413 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
414 return spob1; 312 return spob1;
313
415 return NULL; 314 return NULL;
416} 315}
417 316
418/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
419 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
423 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
424 */ 323 */
425int 324int
426reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
427{ 326{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 328 return 0;
329
432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 334 return 1;
437 335
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 358 dir = 0;
461 } 359 }
462 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 362 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 364 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
467 366
468 return dir; 367 return dir;
368}
369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
469} 386}
470 387
471/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
472 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
473 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
474 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
475 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
476 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
477 *
478 */ 394 */
479int 395int
480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
481{ 397{
482 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
483 return 0; 399 return 0;
484 400
485 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
486 403
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
489 408
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
491 { 410 {
492 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
493 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
512 // (and those shouldn't go away from 431 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
515 return 0; 434 return 0;
516 435
517 /* This is to prevent 'out of control' spells. Basically, this
518 * limits one spell effect per space per spell. This is definately
519 * needed for performance reasons, and just for playability I believe.
520 * there are no such things as multispaced spells right now, so
521 * we don't need to worry about the head.
522 */
523 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
524 return 0;
525
526 /*
527 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons.
530 */
531 if (tmp->arch == op->arch
532 && tmp->type == op->type 436 if (tmp->type == op->type)
533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 437 {
537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
538 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
539 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
540 return 0; 470 return 0;
541 } 471 }
542 472
543 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
544 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
545 */ 475 */
557 * dir: direction to fire in. 487 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 488 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 489 * to fire.
560 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
561 */ 491 */
562
563int 492int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 494{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
571 return 0; 496 return 0;
572 497
573 m = op->map; 498 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 499
580 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 501 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 502
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 509 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 510 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
607 513
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
612 return 0; 517 return 0;
613 } 518
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
616 521
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 523 move_spell_effect (tmp);
619 524
620 return 1; 525 return 1;
621} 526}
622 527
627 ****************************************************************************/ 532 ****************************************************************************/
628void 533void
629regenerate_rod (object *rod) 534regenerate_rod (object *rod)
630{ 535{
631 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
632 { 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
633 rod->stats.hp += 1 + rod->stats.maxhp / 10;
634
635 if (rod->stats.hp > rod->stats.maxhp)
636 rod->stats.hp = rod->stats.maxhp;
637 }
638} 538}
639
640 539
641void 540void
642drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
643{ 542{
644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 543 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
683 if (!tmp) 582 if (!tmp)
684 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
685 584
686 return tmp; 585 return tmp;
687} 586}
688
689
690 587
691/* raytrace: 588/* raytrace:
692 * spell_find_dir(map, x, y, exclude) will search first the center square 589 * spell_find_dir(map, x, y, exclude) will search first the center square
693 * then some close squares in the given map at the given coordinates for 590 * then some close squares in the given map at the given coordinates for
694 * live objects. 591 * live objects.
697 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
698 * It returns the direction toward the first/closest live object if it finds 595 * It returns the direction toward the first/closest live object if it finds
699 * any, otherwise -1. 596 * any, otherwise -1.
700 * note that exclude can be NULL, in which case all bets are off. 597 * note that exclude can be NULL, in which case all bets are off.
701 */ 598 */
702
703int 599int
704spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
705{ 601{
706 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
707 sint16 nx, ny; 603 sint16 nx, ny;
738 634
739/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
740 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
741 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
742 */ 638 */
743void 639static void
744put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
745{ 641{
746 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
747 archetype *at; 643 archetype *at;
748 int dir; 644 int dir;
754 650
755 /* find a free square nearby 651 /* find a free square nearby
756 * first we check the closest square for free squares 652 * first we check the closest square for free squares
757 */ 653 */
758 654
759 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 655 dir = find_first_free_spot (at, op->map, op->x, op->y);
760 if (dir != -1) 656 if (dir != -1)
761 { 657 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 658 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 659 * insert multipart monsters properly
764 */ 660 */
661 //TODO: use expand_tail + ...
765 while (at != NULL) 662 while (at != NULL)
766 { 663 {
767 tmp = arch_to_object (at); 664 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 667 tmp->map = op->map;
771 if (head) 668 if (head)
772 { 669 {
773 tmp->head = head; 670 tmp->head = head;
774 prev->more = tmp; 671 prev->more = tmp;
775 } 672 }
673
776 if (!head) 674 if (!head)
777 head = tmp; 675 head = tmp;
676
778 prev = tmp; 677 prev = tmp;
678
779 at = at->more; 679 at = (archetype *)at->more;
780 } 680 }
781 681
782 if (head->randomitems) 682 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 684
785 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
786 686
787 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
788 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
789 } 689 }
790} 690}
791 691
792/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
793 * places them in nearby squares. 693 * places them in nearby squares.
800 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
801 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
802 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
803 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
804 */ 704 */
805
806int 705int
807summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
808{ 707{
809 int i; 708 int i;
810 709
875 { 774 {
876 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
877 } 776 }
878} 777}
879 778
880
881/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
882 * at casting a prayer. 780 * at casting a prayer.
883 * op is the player. 781 * op is the player.
884 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
885 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
886 */ 784 */
887 785static void
888void
889prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
890{ 787{
891 const char *godname; 788 const char *godname;
892 object *tmp; 789 object *tmp;
893 790
986 tmp->insert_at (op); 883 tmp->insert_at (op);
987 } 884 }
988 } 885 }
989} 886}
990 887
991int 888static int
992cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
993{ 890{
994 int success;
995 object *spell;
996
997 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
998 { 892 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 894 return 0;
1001 } 895 }
896
1002 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = arch_to_object (spell_ob->other_arch);
1003 898
1004 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
1006 901
1007 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
1008 { 903 {
1009 spell->remove (); 904 spell->remove ();
1010 return success; 905 return success;
1011 } 906 }
907
1012 for_all_players (pl) 908 for_all_players (pl)
1013 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
1014 { 910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1016 } 913
1017 spell->remove (); 914 spell->remove ();
1018 return success; 915 return success;
1019} 916}
1020 917
1021/* This is where the main dispatch when someone casts a spell. 918/* This is where the main dispatch when someone casts a spell.
1026 * same as op. 923 * same as op.
1027 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
1028 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1029 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
1030 * we can determine what to do. 927 * we can determine what to do.
1031 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
1032 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
1033 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
1034 * etc. 931 * etc.
1035 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
1036 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
1044 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1045 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1046 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1047 */ 944 */
1048int 945int
1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1050{ 947{
1051 const char *godname; 948 const char *godname;
1052 int success = 0, mflags, cast_level = 0; 949 int success = 0;
1053 object *skill = NULL; 950 object *skill = NULL;
1054 951
1055 if (!spell_ob) 952 if (!spell_ob)
1056 { 953 {
1057 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1086 * need to have the right skill pointer passed, so we need to 983 * need to have the right skill pointer passed, so we need to
1087 * at least process that code. 984 * at least process that code.
1088 */ 985 */
1089 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1090 { 987 {
1091 cast_level = caster_level (caster, spell_ob);
1092 if (spell_ob->skill) 988 if (spell_ob->skill)
1093 { 989 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
991
1095 if (!skill) 992 if (!skill)
1096 { 993 {
1097 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 994 op->failmsg (format ("You need the skill %s to cast %s! "
995 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>",
997 &spell_ob->skill, &spell_ob->name));
1098 return 0; 998 return 0;
1099 } 999 }
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1000
1001 const char *msg = "";
1002
1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
1101 { 1006 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1007 caster_level += min (caster_level, ATTUNE_REPELL);
1008 msg = " (attuned)";
1009 }
1010
1011 if (op->path_repelled & spell_ob->path_attuned)
1012 {
1013 caster_level -= ATTUNE_REPELL; // negative is ok
1014 msg = " (repelled)";
1015 }
1016
1017 if (spell_ob->level > caster_level)
1018 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level));
1022 if (!op->is_wiz ())
1103 return 0; 1023 return 0;
1104 } 1024 }
1105 } 1025 }
1026
1106 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1107 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1108 */ 1029 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1110 { 1031 {
1111 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1113 { 1034 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1115 return 0; 1036 return 0;
1116 } 1037 }
1117 1038
1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1120 { 1041 {
1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1123 {
1124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1125 }
1126 else 1045 else
1127 { 1046 {
1128 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1130 return 0; 1049 return 0;
1131 } 1050 }
1132 } 1051 }
1133 1052
1134 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1137 { 1056 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1059
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1061 return 0;
1146 } 1062 }
1147 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1148 { 1064 {
1149 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150 1066
1151 if (failure < 0) 1067 if (failure < 0)
1152 { 1068 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1154 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 1072
1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158 return 0; 1074 return 0;
1159 } 1075 }
1160 } 1076 }
1161 } 1077 }
1162 } 1078 }
1163 1079
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1165 1081
1166 /* See if we can cast a spell here. If the caster and op are 1082 /* See if we can cast a spell here. If the caster and op are
1167 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1169 * doing. 1085 * doing.
1170 */ 1086 */
1171 1087
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1089 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1091 return 0;
1176 } 1092 }
1177 1093
1178 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1095 && (caster->type != POTION)
1184 { 1100 {
1185 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1186 return 0; 1102 return 0;
1187 1103
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else 1106 else if (object *item = op->contr->ranged_ob)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1192
1193 return 0;
1194 }
1195
1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1197 {
1198 if (op->casting_time == -1)
1199 { /* begin the casting */
1200 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1201 op->spell = spell_ob;
1202 /* put the stringarg into the object struct so that when the
1203 * spell is actually cast, it knows about the stringarg.
1204 * necessary for the invoke command spells.
1205 */
1206 if (stringarg)
1207 { 1107 {
1208 op->spellarg = strdup (stringarg); 1108 if (item->type == SPELL)
1209 } 1109 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL)
1111 op->failmsg ("Something blocks the magic of your scroll.");
1210 else 1112 else
1211 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1212 return 0;
1213 }
1214 else if (op->casting_time != 0)
1215 {
1216 if (op->type == PLAYER)
1217 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1218 return 0;
1219 } 1114 }
1220 else 1115 else
1221 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1222 op->casting_time = -1; 1117
1223 spell_ob = op->spell; 1118 return 0;
1224 stringarg = op->spellarg;
1225 }
1226 }
1227 else
1228 { 1119 }
1120
1229 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1230 * if the player is casting it, then we use the time in 1122 * if the player is casting it, then we use the time in
1231 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1126 * the player any time.
1235 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1128 */
1129 if (caster == op && caster->type != FIREWALL)
1130 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1132 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long
1236 */ 1134 */
1237 if (caster == op && caster->type != FIREWALL)
1238 {
1239 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1240 /* Other portions of the code may also decrement the speed of the player, so
1241 * put a lower limit so that the player isn't stuck here too long
1242 */
1243 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1244 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1245 } 1137 }
1246 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1247 {
1248 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1249 }
1250 }
1251 1140
1252 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1253 { 1142 {
1254 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1255 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1262 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1263 { 1152 {
1264 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1265 if (!skill) 1154 if (!skill)
1266 { 1155 {
1267 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1268 return 0; 1157 return 0;
1269 } 1158 }
1159
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1271 } 1161 }
1162
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0);
1272 1165
1273 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1274 { 1167 {
1275 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1276 * in in spells.h. 1169 * in spells.h.
1277 */ 1170 */
1278 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1280 break; 1173 break;
1281 1174
1282 case SP_RUNE: 1175 case SP_RUNE:
1283 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1284 break; 1177 break;
1285 1178
1286 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1287 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1288 break; 1181 break;
1289 1182
1290 case SP_BOLT: 1183 case SP_BOLT:
1291 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1292 break; 1185 break;
1310 case SP_SMITE: 1203 case SP_SMITE:
1311 success = cast_smite_spell (op, caster, dir, spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1312 break; 1205 break;
1313 1206
1314 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1208 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1316 break; 1209 break;
1317 1210
1318 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1319 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1320 break; 1213 break;
1321 1214
1322 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1323 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1324 * moved. 1217 * moved.
1325 */ 1218 */
1326 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1327 break; 1220 break;
1328 1221
1329 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1330 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1331 { 1224 {
1364 case SP_HEALING: 1257 case SP_HEALING:
1365 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1366 break; 1259 break;
1367 1260
1368 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1369 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1370 break; 1263 break;
1371 1264
1372 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1373 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1374 break; 1267 break;
1384 case SP_CURSE: 1277 case SP_CURSE:
1385 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1386 break; 1279 break;
1387 1280
1388 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1389 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1390 break; 1283 break;
1391 1284
1392 case SP_CHARGING: 1285 case SP_CHARGING:
1393 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1394 break; 1287 break;
1397#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1398 /* Not great, but at least provide feedback so if players do have 1291 /* Not great, but at least provide feedback so if players do have
1399 * polymorph (ie, find it as a preset item or left over from before 1292 * polymorph (ie, find it as a preset item or left over from before
1400 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1401 */ 1294 */
1402 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1403 success = 0; 1296 success = 0;
1404#else 1297#else
1405 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1406#endif 1299#endif
1407 break; 1300 break;
1427 break; 1320 break;
1428 1321
1429 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1430 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1431 { 1324 {
1432 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1433 success = 0; 1326 success = 0;
1434 } 1327 }
1435 else 1328 else
1436 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1437 break; 1330 break;
1438 1331
1439 case SP_SWARM: 1332 case SP_SWARM:
1440 success = fire_swarm (op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1441 break; 1334 break;
1448 /* in rune.c */ 1341 /* in rune.c */
1449 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1450 break; 1343 break;
1451 1344
1452 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1453 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1454 break; 1347 break;
1455 1348
1456 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1457 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1458 break; 1351 break;
1479 1372
1480 case SP_AURA: 1373 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1482 break; 1375 break;
1483 1376
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1490 break; 1379 break;
1491 1380
1492 default: 1381 default:
1493 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1494 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1495 }
1496
1497 /* FIXME - we need some better sound suppport */
1498 // yes, for example, augment map info with the spell effect
1499 // so clients can calculate the sounds themselves
1500 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1501
1502 /* free the spell arg */
1503 if (settings.casting_time == TRUE && stringarg)
1504 { 1383 }
1505 free (stringarg); 1384
1506 stringarg = 0; 1385 op->play_sound (
1507 } 1386 success
1387 ? spell_ob->sound
1388 ? spell_ob->sound
1389 : sound_find ("spell_success")
1390 : sound_find ("fumble_spell")
1391 );
1508 1392
1509 return success; 1393 return success;
1510} 1394}
1511 1395
1512
1513/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1514 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1515 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1516 */ 1399 */
1517void 1400void
1518move_spell_effect (object *op) 1401move_spell_effect (object *op)
1519{ 1402{
1559 move_aura (op); 1442 move_aura (op);
1560 break; 1443 break;
1561 } 1444 }
1562} 1445}
1563 1446
1564/* this checks to see if something special should happen if
1565 * something runs into the object.
1566 */
1567void
1568check_spell_effect (object *op)
1569{
1570 switch (op->subtype)
1571 {
1572 case SP_BOLT:
1573 move_bolt (op);
1574 return;
1575
1576 case SP_BULLET:
1577 check_bullet (op);
1578 return;
1579 }
1580}
1581
1582/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1583 * moves onto a spell effect and the walk_on or fly_on flags 1448 * moves onto a spell effect and the walk_on or fly_on flags
1584 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1585 * objects of the appropraite type. 1450 * objects of the appropriate type.
1586 */ 1451 */
1587void 1452void
1588apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1589{ 1454{
1590 switch (spell->subtype) 1455 switch (spell->subtype)
1591 { 1456 {
1592 case SP_CONE: 1457 case SP_CONE:
1593 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1594 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1595 break; 1460 break;
1596 1461
1597 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1598 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1599 { 1464 {
1600 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1601
1602 if (!spell->destroyed ())
1603 spell->destroy (); 1466 spell->destroy ();
1604 } 1467 }
1605 break; 1468 break;
1606 1469
1607 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1608 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1610 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1611 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1475
1612 break; 1476 break;
1613 } 1477 }
1614} 1478}
1479
1480/**
1481 * This function will let a fireball explode at the position of
1482 * the victim with a specific maximum level.
1483 */
1484void
1485create_exploding_ball_at (object *victim, int level)
1486{
1487 object *ball = get_archetype (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1489 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim);
1491}

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