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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.128 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <spells.h> 26#include <spells.h>
26#include <object.h> 27#include <object.h>
33/* 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
34 * 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
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells (void)
137{
138 archetype *at;
139
140 for_all_archetypes (at)
141 {
142 if (at->type == SPELL)
143 {
144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
147 }
148}
149
150/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
151 * 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
152 */ 83 */
153void 84void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 86{
156 if (spob->other_arch) 87 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
158} 89}
159 90
160/* 91static int
161 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod.
165 *
166 * caster is person casting the spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int
171min_casting_level (object *caster, object *spell)
172{ 93{
173 int new_level; 94 // compute the attuned/repelled bonus
174 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
176 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
177
178 new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 99}
184 100
185/* This function returns the effective level the spell 101/* This function returns the effective level the spell
186 * is being cast at. 102 * is being cast at.
187 * Note that I changed the repelled/attuned bonus to 2 from 5.
188 * This is because the new code compares casting_level against
189 * min_caster_level, so the difference is effectively 4
190 */ 103 */
191int 104int
192caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
193{ 106{
194 int level = caster->level; 107 int level = caster->level;
195
196 /* If this is a player, try to find the matching skill */
197 if (caster->type == PLAYER && spell->skill)
198 for (int i = 0; i < NUM_SKILLS; i++)
199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 {
201 level = caster->contr->last_skill_ob[i]->level;
202 break;
203 }
204 108
205 /* 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. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 111 {
208 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);
209 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
210 114
211 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
212 } 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;
213 120
214 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
216 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);
217 128
218 /* 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
219 * errors in various places. 130 * errors in various places.
220 */ 131 */
221 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
222} 133}
223 134
224/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
230 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 142 * spell is the spell object.
232 * 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
233 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
234 */ 145 */
235
236sint16 146sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 148{
239 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
240 150
241 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
242 { 152 {
243 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
244 {
245 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));
246 }
247 else 155 else
248 sp = spell->stats.sp; 156 sp = spell->stats.sp;
249 157
250 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
251 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
252 sp = 1; 160 sp = 1;
253 161
254 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
255 {
256 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
257 }
258 else 164 else
259 grace = spell->stats.grace; 165 grace = spell->stats.grace;
260 166
261 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
262 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
263 grace = 1; 169 grace = 1;
264 } 170 }
265 else 171 else
266 { 172 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
269 sp = 1; 175 sp = 1;
176
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
272 grace = 1; 179 grace = 1;
273 } 180 }
181
274 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 183 return max (sp, grace);
276 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
277 return grace; 185 return grace;
278 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
279 return sp; 187 return sp;
280 else 188 else
282 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);
283 return 0; 191 return 0;
284 } 192 }
285} 193}
286 194
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}
287 205
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
290 */ 208 */
291int 209int
292SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
293{ 211{
294 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob);
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier) 212 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 216}
305 217
306/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
309 */ 221 */
310int 222int
311SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
312{ 224{
313 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob);
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier) 225 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 229}
325 230
326/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
329 */ 234 */
330int 235int
331SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
332{ 237{
333 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob);
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier) 238 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 242}
345 243
346/* 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
347 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
348 * 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.
349 */ 247 */
350object * 248object *
351check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
352{ 250{
353 object *spop; 251 object *spop;
354 252
355 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
357 return spop; 255 return spop;
358 256
359 return NULL; 257 return 0;
360} 258}
361 259
362 260/*
363/*
364 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 266 * exact match, we also return NULL.
370 */ 267 */
371
372object * 268object *
373lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
374{ 270{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
376 int nummatch = 0; 272 {
377 273 // case 1, match spell name exactly
378 if (spname == NULL)
379 return NULL;
380
381 /* Try to find the spell. We store the results in spob1
382 * and spob2 - spob1 is only taking the length of
383 * the past spname, spob2 uses the length of the spell name.
384 */
385 for (spob = op->inv; spob; spob = spob->below) 274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
386 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
387 if (spob->type == SPELL) 284 if (spob->type == SPELL
388 { 285 && spob->name.length () < len
389 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
390 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
391 nummatch++;
392 spob1 = spob;
393 }
394 else if (!strncmp (spob->name, spname, strlen (spob->name)))
395 {
396 /* if spells have ambiguous names, it makes matching
397 * really difficult. (eg, fire and fireball would
398 * fall into this category). It shouldn't be hard to
399 * make sure spell names don't overlap in that fashion.
400 */
401 if (spob2)
402 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
403 spob2 = spob;
404 }
405 }
406 }
407 /* if we have best match, return it. Otherwise, if we have one match
408 * on the loser match, return that, otehrwise null
409 */
410 if (spob2)
411 return spob2; 288 return spob;
412 if (spob1 && nummatch == 1) 289 }
413 return spob1; 290
414 return NULL; 291 return 0;
415} 292}
416 293
417/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
418 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
419 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
422 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
423 */ 300 */
424int 301int
425reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
426{ 303{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 305 return 0;
306
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 311 return 1;
436 312
437 return 0; 313 return 0;
438} 314}
439 315
440/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
441 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
442 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
443 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
444 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
445 * in. 321 * destroys the object is unsuccessful.
446 */ 322 */
447int 323bool
448cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
449{ 325{
450 maptile *m; 326 mapxy pos (op);
451 sint16 sx, sy; 327 pos.move (dir);
452 328
453 if (dir && 329 if (!pos.normalise ()
454 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 330 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
455 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
456 { 332 )
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0;
460 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
461 338
462 op->map->insert (new_op, 339 new_op->set_flag (FLAG_IDENTIFIED);
463 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR);
466 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
467 return dir; 343 return 1;
344}
345
346static bool
347mergable_owner (object *o1, object *o2)
348{
349 if (o1 == o2)
350 return 1;
351
352 if (!o1 || !o2)
353 return 0;
354
355 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356 return 0;
357
358 if (o1->is_player () || o2->is_player ())
359 return 0;
360
361 return 1;
468} 362}
469 363
470/* Returns true if it is ok to put spell *op on the space/may provided. 364/* Returns true if it is ok to put spell *op on the space/may provided.
471 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
472 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
473 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
474 * on the space, the object doesn't get placed. if immune stop 368 * on the space, the object doesn't get placed. if immune stop
475 * does not have AT_MAGIC, then counterwalls do not effect the spell. 369 * does not have AT_MAGIC, then counterwalls do not effect the spell.
476 *
477 */ 370 */
478int 371int
479ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 372ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
480{ 373{
481 if (!xy_normalise (m, x, y)) 374 if (!xy_normalise (m, x, y))
482 return 0; 375 return 0;
483 376
484 mapspace &ms = m->at (x, y); 377 mapspace &ms = m->at (x, y);
378 ms.update ();
485 379
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 381 return 0;
488 382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
490 { 386 {
491 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
492 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
493 * leave this out and let in progress, and other areas of the code 389 * leave this out and let in progress, and other areas of the code
494 * will then remove it, but that would seem to to use more 390 * will then remove it, but that would seem to to use more
496 * on top of a counterwall spell (may hit the player before being 392 * on top of a counterwall spell (may hit the player before being
497 * removed.) On the other hand, it may be more dramatic for the 393 * removed.) On the other hand, it may be more dramatic for the
498 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
499 */ 395 */
500 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
501 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
502 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
504 && (tmp->type != BOW) 400 && (tmp->type != BOW)
505 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
508 // we special case floor here because there 404 // we special case floor here because there
509 // are sometimes spell effect floors 405 // are sometimes spell effect floors
510 // which are used to inflict damage 406 // which are used to inflict damage
511 // (and those shouldn't go away from 407 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC)) 409 && (immune_stop & AT_MAGIC))
514 return 0; 410 return 0;
515 411
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
525 /*
526 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons.
529 */
530 if (tmp->arch == op->arch
531 && tmp->type == op->type 412 if (tmp->type == op->type)
532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 413 {
536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
537 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
538 tmp->duration = MAX (tmp->duration, op->duration); 416 {
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if (tmp->stats.maxhp == op->stats.maxhp)
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
432 if (mergable_owner (tmp, op))
433 {
434 // if same owner, then combine, but reduce advantage of multiple spells
435 max_it (tmp->stats.dam, op->stats.dam);
436 max_it (tmp->range , op->range);
437 max_it (tmp->duration , op->duration);
438 return 0;
439 }
440 }
441
442 // if there are too many spell effects on this space,
443 // then don't allow more of them, for performance reasons.
444 if (tmp->type == SPELL_EFFECT
445 && !--max_effects)
539 return 0; 446 return 0;
540 } 447 }
541 448
542 /* Perhaps we should also put checks in for no magic and unholy 449 /* Perhaps we should also put checks in for no magic and unholy
543 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
544 */ 451 */
556 * dir: direction to fire in. 463 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 464 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 465 * to fire.
559 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
560 */ 467 */
561
562int 468int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 469fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 470{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
570 return 0; 472 return 0;
571 473
572 m = op->map; 474 object *tmp = spell->other_arch->instance ();
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574 if (mflags & P_OUT_OF_MAP)
575 {
576 return 0;
577 }
578 475
579 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 477 return 0;
583
584 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
585 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
587 tmp->destroy ();
588 return 0;
589 }
590 478
591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 479 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* code in time.c uses food for some things, duration for others */ 481 /* code in time.c uses food for some things, duration for others */
594 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 485 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 486 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
606 489
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
611 return 0; 493 return 0;
612 } 494
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
614 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
615 497
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 499 move_spell_effect (tmp);
618 500
619 return 1; 501 return 1;
620} 502}
621 503
626 ****************************************************************************/ 508 ****************************************************************************/
627void 509void
628regenerate_rod (object *rod) 510regenerate_rod (object *rod)
629{ 511{
630 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
632} 514}
633 515
634void 516void
635drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
636{ 518{
656 { 538 {
657 tmp = op->owner; 539 tmp = op->owner;
658 /* If the owner does not exist, or is not a monster, than apply the spell 540 /* If the owner does not exist, or is not a monster, than apply the spell
659 * to the caster. 541 * to the caster.
660 */ 542 */
661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
662 tmp = op; 544 tmp = op;
663 } 545 }
664 else 546 else
665 { 547 {
666 maptile *m = op->map; 548 maptile *m = op->map;
676 if (!tmp) 558 if (!tmp)
677 tmp = op->ms ().player (); 559 tmp = op->ms ().player ();
678 560
679 return tmp; 561 return tmp;
680} 562}
681
682
683 563
684/* raytrace: 564/* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square 565 * spell_find_dir(map, x, y, exclude) will search first the center square
686 * then some close squares in the given map at the given coordinates for 566 * then some close squares in the given map at the given coordinates for
687 * live objects. 567 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 570 * monsters/generators only. If not, the spell will hunt players only.
691 * It returns the direction toward the first/closest live object if it finds 571 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1. 572 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off. 573 * note that exclude can be NULL, in which case all bets are off.
694 */ 574 */
695
696int 575int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 577{
699 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 579 sint16 nx, ny;
717 continue; 596 continue;
718 597
719 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
720 599
721 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
723 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 602 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
724 tmp = tmp->above; 603 tmp = tmp->above;
725 604
726 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
727 return freedir[i]; 606 return freedir[i];
731 610
732/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
733 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
734 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
735 */ 614 */
736void 615static void
737put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
738{ 617{
739 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
740 archetype *at; 619 archetype *at;
741 int dir; 620 int dir;
756 * insert multipart monsters properly 635 * insert multipart monsters properly
757 */ 636 */
758 //TODO: use expand_tail + ... 637 //TODO: use expand_tail + ...
759 while (at != NULL) 638 while (at != NULL)
760 { 639 {
761 tmp = arch_to_object (at); 640 tmp = at->instance ();
762 tmp->x = op->x + freearr_x[dir] + at->x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
764 tmp->map = op->map; 643 tmp->map = op->map;
765 if (head) 644 if (head)
766 { 645 {
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 660
782 insert_ob_in_map (head, op->map, op, 0); 661 insert_ob_in_map (head, op->map, op, 0);
783 662
784 /* thought it'd be cool to insert a burnout, too. */ 663 /* thought it'd be cool to insert a burnout, too. */
785 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 664 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
786 } 665 }
787} 666}
788 667
789/* peterm: function which summons hostile monsters and 668/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 669 * places them in nearby squares.
797 * Note that this is not used by any spells (summon evil monsters 676 * Note that this is not used by any spells (summon evil monsters
798 * use to call this, but best I can tell, that spell/ability was 677 * use to call this, but best I can tell, that spell/ability was
799 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
800 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
801 */ 680 */
802
803int 681int
804summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
805{ 683{
806 int i; 684 int i;
807 685
872 { 750 {
873 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
874 } 752 }
875} 753}
876 754
877
878/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
879 * at casting a prayer. 756 * at casting a prayer.
880 * op is the player. 757 * op is the player.
881 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
882 * power is how much grace the spell would normally take to cast. 759 * power is how much grace the spell would normally take to cast.
883 */ 760 */
884 761
885void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
886prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
887{ 766{
888 const char *godname; 767 const char *godname;
889 object *tmp; 768 object *tmp;
890 769
891 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
892 godname = "Your spirit"; 771 godname = "Your spirit";
893 772
894 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
895 { 774 {
896 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 775 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
897 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
898 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
899 tmp->destroy (); 778 tmp->destroy ();
900 } 779 }
901 780
902 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
903 { 782 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
905 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
906 } 785 }
907 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
908 { 787 {
909 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
910 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
911 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
912 } 792 }
913 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
914 { 794 {
915 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
916 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
917 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
918 } 798 }
919} 799}
920 800
921/* 801/*
922 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
923 * of failure badness. 803 * of failure badness.
924 * op is the player that failed. 804 * op is the player that failed.
925 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
926 * power is how many spellpoints you'd normally need for the spell. 806 * power is how many spellpoints you'd normally need for the spell.
927 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
928 */ 808 */
929
930void 809void
931spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
932{ 811{
933 object *tmp; 812 object *tmp;
934 813
935 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
936 return; 815 return;
937 816
938 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
939 { 818 {
940 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
941 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
942 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
943 tmp->destroy (); 822 tmp->destroy ();
944 } 823 }
945 824
946 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
947 { 826 {
948 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 827 op->failmsg ("Your magic recoils on you, making you confused!");
949 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
950 } 829 }
951 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
952 { 831 {
953 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
954 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
955 } 834 }
956 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
957 { 836 {
958 object *tmp; 837 object *tmp;
959 838
960 /* Safety check to make sure we don't get any mana storms in scorn */ 839 /* Safety check to make sure we don't get any mana storms in scorn */
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 840 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
962 { 841 {
963 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 842 op->failmsg ("The magic warps and you are turned inside out!");
964 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
965 844
966 } 845 }
967 else 846 else
968 { 847 {
969 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
970 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
971 tmp->level = skill->level; 850 tmp->level = skill->level;
972 851
973 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
974 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
975 854
983 tmp->insert_at (op); 862 tmp->insert_at (op);
984 } 863 }
985 } 864 }
986} 865}
987 866
988int 867static int
989cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
990{ 869{
991 int success;
992 object *spell;
993
994 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
995 { 871 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 873 return 0;
998 } 874 }
999 spell = arch_to_object (spell_ob->other_arch); 875
876 object *spell = spell_ob->other_arch->instance ();
1000 877
1001 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
1003 880
1004 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
1005 { 882 {
1006 spell->remove (); 883 spell->remove ();
1007 return success; 884 return success;
1008 } 885 }
886
1009 for_all_players (pl) 887 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 if ((pl->ob->contr->party == op->contr->party)
1011 { 889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1013 } 892
1014 spell->remove (); 893 spell->remove ();
1015 return success; 894 return success;
1016} 895}
1017 896
1018/* This is where the main dispatch when someone casts a spell. 897/* This is where the main dispatch when someone casts a spell.
1023 * same as op. 902 * same as op.
1024 * dir is the direction to cast in. Note in some cases, if the spell 903 * dir is the direction to cast in. Note in some cases, if the spell
1025 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
1026 * spell_ob is the spell object that is being cast. From that, 905 * spell_ob is the spell object that is being cast. From that,
1027 * we can determine what to do. 906 * we can determine what to do.
1028 * stringarg is any options that are being used. It can be NULL. Almost 907 * spellparam is any options that are being used. It can be NULL. Almost
1029 * certainly, only players will set it. It is basically used as optional 908 * certainly, only players will set it. It is basically used as optional
1030 * parameters to a spell (eg, item to create, information for marking runes, 909 * parameters to a spell (eg, item to create, information for marking runes,
1031 * etc. 910 * etc.
1032 * returns 1 on successful cast, or 0 on error. These values should really 911 * returns 1 on successful cast, or 0 on error. These values should really
1033 * be swapped, so that 0 is successful, and non zero is failure, with a code 912 * be swapped, so that 0 is successful, and non zero is failure, with a code
1041 * if it is a player casting the spell (op->type == PLAYER, op == caster), 920 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1042 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
1043 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
1044 */ 923 */
1045int 924int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1047{ 926{
1048 const char *godname; 927 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 928 int success = 0;
1050 object *skill = NULL; 929
930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1051 933
1052 if (!spell_ob) 934 if (!spell_ob)
1053 { 935 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
1055 return 0; 937 return 0;
1066 } 948 }
1067 949
1068 /* if caster is a spell casting object, this normally shouldn't be 950 /* if caster is a spell casting object, this normally shouldn't be
1069 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
1070 */ 952 */
1071 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 953 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1072 { 954 {
1073 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
1074 return 0; 956 return 0;
1075 } 957 }
958
959 object *skill = 0;
1076 960
1077 /* if it is a player casting the spell, and they are really casting it 961 /* if it is a player casting the spell, and they are really casting it
1078 * (vs it coming from a wand, scroll, or whatever else), do some 962 * (vs it coming from a wand, scroll, or whatever else), do some
1079 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
1080 * don't need the skill, bypass level checks, etc. The monster function 964 * don't need the SKILL, BYpass level checks, etc. The monster function
1081 * should take care of that. 965 * should take care of that.
1082 * Remove the wiz check here and move it further down - some spells 966 * Remove the wiz check here and move it further down - some spells
1083 * need to have the right skill pointer passed, so we need to 967 * need to have the right skill pointer passed, so we need to
1084 * at least process that code. 968 * at least process that code.
1085 */ 969 */
1086 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1087 { 971 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 972 if (spell_ob->skill)
1091 { 973 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
1093 975
1094 if (!skill) 976 if (!skill)
1095 { 977 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 978 op->failmsgf ("You need the %s skill to cast %s! "
979 "H<You either need to learn the skill via a skill scroll "
980 "or you need to wear a talisman, holy symbol or another skill tool.>",
981 &spell_ob->skill, &spell_ob->name);
1097 return 0; 982 return 0;
1098 } 983 }
1099 984
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
1101 { 990 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1003 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1103 return 0; 1007 return 0;
1104 } 1008 }
1105 } 1009 }
1106 1010
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1011 /* If the caster is the wiz, they don't ever fail, and don't have
1108 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1109 */ 1013 */
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1111 { 1015 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1017 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1018 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1019 op->failmsg ("You don't have enough mana!");
1116 return 0; 1020 return 0;
1117 } 1021 }
1118 1022
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1025 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1026 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1027 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1124 {
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1029 else
1128 { 1030 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1031 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1131 return 0; 1033 return 0;
1132 } 1034 }
1133 } 1035 }
1134 1036
1135 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1038 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1039 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1040 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1042 op->failmsg ("You fumble the prayer.");
1141 1043
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1044 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1045 return 0;
1144 } 1046 }
1145 else if (spell_ob->stats.sp) 1047 else if (spell_ob->stats.sp)
1146 { 1048 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1050
1149 if (failure < 0) 1051 if (failure < 0)
1150 { 1052 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1054 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1056
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1058 return 0;
1157 } 1059 }
1158 } 1060 }
1159 } 1061 }
1160 } 1062 }
1161 1063
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1064 int mflags = op->ms ().flags ();
1163 1065
1164 /* See if we can cast a spell here. If the caster and op are 1066 /* See if we can cast a spell here. If the caster and op are
1165 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1167 * doing. 1069 * doing.
1168 */ 1070 */
1169 1071
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1076 return 0;
1174 } 1077 }
1175 1078
1176 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1080 && (caster->type != POTION)
1178 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1179 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1180 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1181 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1084 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1182 { 1085 {
1183 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1184 return 0; 1087 return 0;
1185 1088
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1188 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1189 { 1092 {
1190 if (item->type == SPELL) 1093 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1096 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1097 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1098 op->failmsg ("Something blocks the magic of your item.");
1196 } 1099 }
1197 else 1100 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1199 1102
1200 return 0; 1103 return 0;
1201 } 1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1202 1108
1203 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1204 * if the player is casting it, then we use the time in 1110 * if the player is casting it, then we use the time in
1205 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1206 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1208 * the player any time. 1114 * the player any time.
1209 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1210 */ 1116 */
1211 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1212 { 1118 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1214 /* Other portions of the code may also decrement the speed of the player, so 1120 /* Other portions of the code may also decrement the speed of the player, so
1215 * put a lower limit so that the player isn't stuck here too long 1121 * put a lower limit so that the player isn't stuck here too long
1216 */ 1122 */
1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1123 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1218 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1219 } 1125 }
1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1126 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1221 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1222 1128
1223 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1224 { 1130 {
1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1131 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1226 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1231 * object requires. 1137 * object requires.
1232 */ 1138 */
1233 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1234 { 1140 {
1235 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1236 if (!skill) 1143 if (!skill)
1237 { 1144 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1239 return 0; 1146 return 0;
1240 } 1147 }
1241
1242 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1148 }
1244 1149
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1246 return RESULT_INT (0); 1151 return RESULT_INT (0);
1247 1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1159
1248 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1249 { 1161 {
1250 /* The order of case statements is same as the order they show up 1162 /* The order of case statements is same as the order they show up
1251 * in in spells.h. 1163 * in spells.h.
1252 */ 1164 */
1253 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1255 break; 1167 break;
1256 1168
1257 case SP_RUNE: 1169 case SP_RUNE:
1258 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1259 break; 1171 break;
1260 1172
1261 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1262 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1263 break; 1175 break;
1264 1176
1265 case SP_BOLT: 1177 case SP_BOLT:
1266 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1267 break; 1179 break;
1285 case SP_SMITE: 1197 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1199 break;
1288 1200
1289 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1291 break; 1203 break;
1292 1204
1293 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1207 break;
1296 1208
1297 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1298 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1299 * moved. 1211 * moved.
1300 */ 1212 */
1301 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1302 break; 1214 break;
1303 1215
1304 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1305 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1306 { 1218 {
1339 case SP_HEALING: 1251 case SP_HEALING:
1340 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1341 break; 1253 break;
1342 1254
1343 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1344 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1345 break; 1257 break;
1346 1258
1347 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1348 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1349 break; 1261 break;
1359 case SP_CURSE: 1271 case SP_CURSE:
1360 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1361 break; 1273 break;
1362 1274
1363 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1364 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1365 break; 1277 break;
1366 1278
1367 case SP_CHARGING: 1279 case SP_CHARGING:
1368 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1369 break; 1281 break;
1372#ifdef NO_POLYMORPH 1284#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1285 /* Not great, but at least provide feedback so if players do have
1374 * polymorph (ie, find it as a preset item or left over from before 1286 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1287 * it was disabled), they get some feedback.
1376 */ 1288 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1289 op->failmsg ("The spell fizzles!");
1378 success = 0; 1290 success = 0;
1379#else 1291#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1292 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1293#endif
1382 break; 1294 break;
1402 break; 1314 break;
1403 1315
1404 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1317 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1318 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1408 success = 0; 1320 success = 0;
1409 } 1321 }
1410 else 1322 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1412 break; 1324 break;
1413 1325
1414 case SP_SWARM: 1326 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1328 break;
1423 /* in rune.c */ 1335 /* in rune.c */
1424 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1425 break; 1337 break;
1426 1338
1427 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1428 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1429 break; 1341 break;
1430 1342
1431 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1432 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1433 break; 1345 break;
1455 case SP_AURA: 1367 case SP_AURA:
1456 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1457 break; 1369 break;
1458 1370
1459 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1461 break; 1373 break;
1462 1374
1463 default: 1375 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1377 }
1466 1378
1467 /* FIXME - we need some better sound suppport */ 1379 // restore chosen_skill
1468 // yes, for example, augment map info with the spell effect 1380 op->chosen_skill = chosen_skill;
1469 // so clients can calculate the sounds themselves 1381
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1382 op->play_sound (
1383 success
1384 ? spell_ob->sound
1385 ? spell_ob->sound
1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1471 1389
1472 return success; 1390 return success;
1473} 1391}
1474 1392
1475
1476/* This is called from time.c/process_object(). That function 1393/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1394 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1395 * then dispatches them to the appropriate specific routines.
1479 */ 1396 */
1480void 1397void
1481move_spell_effect (object *op) 1398move_spell_effect (object *op)
1482{ 1399{
1522 move_aura (op); 1439 move_aura (op);
1523 break; 1440 break;
1524 } 1441 }
1525} 1442}
1526 1443
1527/* this checks to see if something special should happen if
1528 * something runs into the object.
1529 */
1530void
1531check_spell_effect (object *op)
1532{
1533 switch (op->subtype)
1534 {
1535 case SP_BOLT:
1536 move_bolt (op);
1537 return;
1538
1539 case SP_BULLET:
1540 check_bullet (op);
1541 return;
1542 }
1543}
1544
1545/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1546 * moves onto a spell effect and the walk_on or fly_on flags 1445 * moves onto a spell effect and the walk_on or fly_on flags
1547 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1447 * objects of the appropriate type.
1549 */ 1448 */
1550void 1449void
1551apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1552{ 1451{
1553 switch (spell->subtype) 1452 switch (spell->subtype)
1554 { 1453 {
1555 case SP_CONE: 1454 case SP_CONE:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1558 break; 1457 break;
1559 1458
1560 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1562 { 1461 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1463 spell->destroy ();
1567 } 1464 }
1568 break; 1465 break;
1569 1466
1570 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1574 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1472
1575 break; 1473 break;
1576 } 1474 }
1577} 1475}
1476
1477/**
1478 * This function will let a fireball explode at the position of
1479 * the victim with a specific maximum level.
1480 */
1481void
1482create_exploding_ball_at (object *victim, int level)
1483{
1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487 ball->insert_at (victim);
1488}

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